Turret damage?

Even ignoring the weapons I can point out several rather glaring flaws with it's ability to execute what it was seemingly intended to do:

.....

...and about a dozen other lesser complaints.
And this is why I'll never, ever post one of my builds to this forum :p

Anyway, the OP is about turret damage. Does his life support system affect this, or are we just criticizing other players' choices because that's what we do around here?
 
I don't think he was calling it crap because it's 'non-meta'.

Even ignoring the weapons I can point out several rather glaring flaws with it's ability to execute what it was seemingly intended to do:

  • A rated life support on a shield focused setup.
  • Low-draw on a shield gen that isn't constrained by distributor draw.
  • A class 1 repair limpet controller combined with a four ton cargo rack.
  • Poor power priorities.

...and about a dozen other lesser complaints.
The A-rated life support was a simple slip-up and has been corrected to a D-rated life support in the non-engineered version. The repair limpet is so that the OP can choose to fix his own ship via synthesizing limpets, saving him from visiting a starport. Ditto with the AFMU.

FYI, I'm not saying this is the uber end-all ultimate super-Vulture that will outclass any other Vulture. I'm simply helping the OP out. And you should, too, unless you feel it's more important to criticize instead of posting a vanilla ship build that could give the OP some pointers.
 
And this is why I'll never, ever post one of my builds to this forum :p

Anyway, the OP is about turret damage. Does his life support system affect this, or are we just criticizing other players' choices because that's what we do around here?
Kzak did sneak a gimballed in there, but I really appreciate the effort. :)
 
Kzak did sneak a gimballed in there, but I really apreciate the effort. :)
Some of my most enjoyable combat has been in a Vulture with turrets (it allows for more flexible flying), so don't let the naysayers intimidate you. Unfortunately the tracking nerf pretty much ruined this for me, so now I'm back to gimbals... :/
 
Some of my most enjoyable combat has been in a Vulture with turrets (it allows for more flexible flying), so don't let the naysayers intimidate you. That said, the tracking nerf pretty much killed my turret Vulture, so now I'm back to gimbals... :/
Really? What turrets were you using, and what were you killing? I can't scratch anything in a CZ...
 
Vanilla version here, zero engineering and some adjustments:


This one will last longer.

After you turn in your bounties, dock and swap out the MRP or shield gen for a big scoop or fuel tank before ferrying it elsewhere. Or just mail it. Or pay for fuel.

I still think the turret on a vulture is a bit silly, but I included it to make sure the power requirements check out. There is, of course, no accounting for taste.
 
Really? What turrets are you using, and what are you killing? I can't scratch anything in a CZ...
My original use of turrets on a Vulture were AXMCs, out of necessity, but that's when I discovered how much the wider fire arc freed up my attack approach against targets, allowing me much more time-on-target and the ability to stay behind them for longer. This was against Thargoid Scouts, but I also used focused turreted pulse lasers against normal targets with good effect, at least back when turrets didn't lose tracking. This was not in CZs, however.

For CZs (and everything since tracking was nerfed) I use two efficient gimballed beams locked onto the power plant, one thermal vent and the other thermal conduit. I've tried dozens of different weapon loadouts and engineering combinations, and I always come back to this as being the most efficient way to punch through shields and blow up heavily armored ships long before I get their hulls down to zero. It works for me, and I don't care what these meta-snobs say about it :p
 
The A-rated life support was a simple slip-up and has been corrected to a D-rated life support in the non-engineered version. The repair limpet is so that the OP can choose to fix his own ship via synthesizing limpets, saving him from visiting a starport. Ditto with the AFMU.

A1 limpets repair so little that unless you want to throw away a lot of materials on synthesis just replacing the cargo rack and controller with HRPs will provide more effective integrity.

AFMU doesn't make much sense for a combat vessel that is front-loading shields, or doesn't have an MRP, for similar reasons.
 
A1 limpets repair so little that unless you want to throw away a lot of materials on synthesis just replacing the cargo rack and controller with HRPs will provide more effective integrity.

AFMU doesn't make much sense for a combat vessel that is front-loading shields, or doesn't have an MRP, for similar reasons.
Keep in mind that the Vulture is a small ship and repairs go considerably faster than if you tried to fix a War Cutter with the same limpet. 'A lot of materials' is highly subjective. Last time I checked, synthesizing 4 limpets didn't cost much in the way of materials.

Again, I made a relatively self-sufficient Vulture build that the OP can stay out in for as long as he chooses, pretty much.
 
Silly is my middle name don't you know. :)

Well, if you really want turrets, look at an OC or SRB thermal vent beam and a high cap screening shell frag. You'll need to get and stay close, but they will at least do some damage.

Keep in mind that the Vulture is a small ship and repairs go considerably faster than if you tried to fix a War Cutter with the same limpet. 'A lot of materials' is highly subjective. Last time I checked, synthesizing 4 limpets didn't cost much in the way of materials.

Repair limpets repair a fixed amount of hull integrity based on their repair rate and duration. The four limpets you can make per 10 units of iron + 10 units of nickel will cumulatively repair less integrity than you can get by replacing the controller and cargo rack with HRPs and will provide none of the upfront protection.
 
Repair limpets repair a fixed amount of hull integrity based on their repair rate and duration. The four limpets you can make per 10 units of iron + 10 units of nickel will cumulatively repair less integrity than you can get by replacing the controller and cargo rack with HRPs and will provide none of the upfront protection.
But they will still allow the OP to stay out in space for longer than with your build. I notice you haven't included a fuel scoop either, limiting the Vulture's range and necessitating frequent starport visits.

We clearly have different opinions, yes.
 
Well, if you really want turrets, look at an OC or SRB thermal vent beam and a high cap screening shell frag. You'll need to get and stay close, but they will at least do some damage.
I appreciate it, but I guess my OP was just me acknowledging the power creep that Engineers introduced in the first place.

The fact that two large vanilla turrets don't seem to do any damage in a CZ was an eye-opener for me.
 
I appreciate it, but I guess my OP was just me acknowledging the power creep that Engineers introduced in the first place.

The fact that two large vanilla turrets don't seem to do any damage in a CZ was an eye-opener for me.
Be grateful that you didn't encounter a Spec Ops wing, they are heavily armoured & use engineered weapons too. If they drop in next to you, and you are 'having fun' doing unto the enemy, your shields/hull can take a bit of a beating when all 4 start on you at once. Personal observation only as everyone keeps telling me NPC's are harmless :)
 
But they will still allow the OP to stay out in space for longer than with your build.

I don't agree with that assessment (the bi-weave setup will regenerate more over the course of a RES or CZ visit than that SCB will provide, the hull will likely be exposed to damage less frequently and having nearly three times the hull integrity and a large MRP will increase endurance more than what you'd reasonably get out of a small repair limpet controller and AFMU) and even if I did, damage to the ship is rarely going to be the limiting factor for a ship that is apparently intended to be a bounty hunter and will have to RTB to turn in vouchers and missions.

I notice you haven't included a fuel scoop either, limiting the Vulture's range and necessitating frequent starport visits.

If that's a deal breaker, and I don't see why it would be for a ship geared to bounty hunt, that isn't using plasma slugs, then the MRP can be downsized and the class 4 slot filled in with a scoop.

We clearly have different opinions, yes.

Yes.
 
For CZs (and everything since tracking was nerfed) I use two efficient gimballed beams locked onto the power plant, one thermal vent and the other thermal conduit. I've tried dozens of different weapon loadouts and engineering combinations, and I always come back to this as being the most efficient way to punch through shields and blow up heavily armored ships long before I get their hulls down to zero. It works for me, and I don't care what these meta-snobs say about it :p
That actually sounds pretty fun! I'm not particularly experienced in combat builds, but I'm definitely going to give that a go. Thanks.
 
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