Small Ships are often overlooked

Vulture without engineering the PP? Good luck! :ROFLMAO:

The ship was potent already before engineers came around. As navigare already said, it's about power priorities and ship building.

One small hint: check out the thrusters, if you really need them A-graded. Look at different thrusters optimal and minimal mass and how your Vultures build compares to that. In many setups, the difference between an A-graded and D-graded thruster is zero turn rate and a single digit difference in top speed.
 
The ship was potent already before engineers came around. As navigare already said, it's about power priorities and ship building.

One small hint: check out the thrusters, if you really need them A-graded. Look at different thrusters optimal and minimal mass and how your Vultures build compares to that. In many setups, the difference between an A-graded and D-graded thruster is zero turn rate and a single digit difference in top speed.
You forgot about weapons too and D stuff is "weaker" than A stuff,it's not only about speed and turn rate,you're in a fighting environment,get hit...Modules fail.
The ship was potent already before engineers came around
And well known for its PP problems too
 
You forgot about weapons too and D stuff is "weaker" than A stuff,it's not only about speed and turn rate,you're in a fighting environment,get hit...Modules fail.

Ah. Sorry, didn't know we're speaking of PvP.

Means, a sporadically playing friend is in a non-engineered vulture still. He spent some time in the game again over Xmas, and he can do most things perfectly fine. Which includes HAZRes tours and being a useful wingmate in a CZ.
 
No we were speaking about Combat in general,do you send flowers to NPCs?

In terms of pure firepower, non-engineered weapons can still do a reasonably good job.

Sitenote: nice deflection. What i replied to was all about the Vulture not having a sufficient PP. Which i answered by telling you about ship setup. Now it's about weapons. I guess after this is answered, you start about jump range?
 
The problem of the Vulture,even in non engineering times,have always been related to the weak PP,with Engineering the Vulture shines.

And my answer, to close the circle: even before engineering, the Vulture was an excellent combat machine, especially for the price. You just unlike now had to understand what you were doing, instead of merely throwing engineering materials at it. So see above: check which thrusters you really need, in case of doubt, work with power priorities.
 
And my answer, to close the circle: even before engineering, the Vulture was an excellent combat machine, especially for the price. You just unlike now had to understand what you were doing, instead of merely throwing engineering materials at it. So see above: check which thrusters you really need, in case of doubt, work with power priorities.
You are going around in circles,facts are the other way ;)
 
You are going around in circles,facts are the other way ;)

I guess i bow to you and your infinite wisdom... you clearly are right, the Vulture was considered utterly worthless before engineering was introduced and everybody who ever claimed something else is utterly wrong and should forever be banned from the forums.

Also, more seriously: sorry for derailing this thread with the nonsense of the last few postings.
 
The problem of the Vulture,even in non engineering times,have always been related to the weak PP,with Engineering the Vulture shines.
An attribute that gave the Vulture a unique character. It's just a meta example in how engineering not increased the variety but rather provided an averaged sameish baseline for all ships.
The PP was never a "problem" for the Vulture. It was a limiting factor beyond module count and weapon size.
 
I tried the Vulture back in the day and have to agree, there was not enough power for my optimal build. I wanted to fit it with a pair of Beams, which meant I had about 4 seconds of firing, even with full pips to weapons. Even with just one Bean and one Multi-cannon, the Beam still needed full pips to weapons and didn't last much longer. I finished up using a pair of Pulses, which did the job, but just felt kind of Meh. Not sure if I still own it, or got rid of it; that is how impressed I was with the ship.
 
Scout =/= bad
No idea why people avoid the DBS. It's a really cool ship. Fast, extremely maneuverable and with some imagination it can pack a really heavy punch while still managing to keep outside enemy line of fire.

I use this build on my DBS for pirate assassination missions (i usually replace the interdictor with another mrp)
And since they usually come in Condas or Corvettes, it makes for some really nice fights.
FDLs are a bit more tricky since they have rather big shields, are faster and have a much smaller profile than a Conda. Still they are fun to play with, trying to keep within 600m to strip them shieldless with those nasty cytos

Agreed. My only dislike with the DBS is how drifty and slow to change directions it is. I prefer SRB PAs w/TLB/DF to dumbfires on my DBS, but the twin Cytos can not be beat!

Btw, why regular dumbfires instead of Advanced Missile Rack? You're losing out on a lot of ammo, the regular C1 and C2 dumbfires are plain obsolete. AMRs let you use Rapid Fire while still having lots of ammo, or just more more ammo.
 
Btw, why regular dumbfires instead of Advanced Missile Rack? You're losing out on a lot of ammo, the regular C1 and C2 dumbfires are plain obsolete. AMRs let you use Rapid Fire while still having lots of ammo, or just more more ammo.

I simply forgot they were added in the game (they were not supposed to, FD caved once again)
And i prefer the dumbfires with penetrator because they waste any mrp really fast because they can hit multiple internals at the same time

and you sure you dont mix the DBS with DBX? The later is quite drifty and hard to control outside the blue envelope
 
and you sure you dont mix the DBS with DBX? The later is quite drifty and hard to control outside the blue envelope

Defs DBS, have never set foot in a DBX. Should be noted however that my other Small combat ship is a lightweight Courier so...

And i prefer the dumbfires with penetrator because they waste any mrp really fast because they can hit multiple internals at the same time

I've used the same loadout simply because twin dumbfires are really fun, but they take a lot longer to down an Elite Corvette than the SRB PAs. Not that it matters really when it is so fun!
 
I've used the same loadout simply because twin dumbfires are really fun, but they take a lot longer to down an Elite Corvette than the SRB PAs. Not that it matters really when it is so fun!

And i forgot to mention another advantage for missiles: they can be fired with an empty wep capacitor. So once the shields are gone, one can ignore the wep capacitor and focus only on Sys/Eng or keep mostly 4/2/0. Useful when fighting 1 vs 2 :)
 
I agree small ships are often overlooked, but I feel adding barriers to stop other ship sizes getting places would just end up annoying people - exhibit A is the moaning people still do because outposts can't dock large ships.

Well one thing is for certain - if enough people and a handful of youtubers complain about it, FDev will accommodate them for better or worse.
 
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