Newcomer / Intro What are you up to?

I still pretty new, so need to research power management - I did a rough tweak, and seems to work ok.
Once I get some engineering, I'll mod the build again.

I May build a bubble bus DBX? just for farming mats and components - does that make sense?
Something I wanted to add, Shield Cell Banks management demands a fair amounts of anticipation, watch your shield level and do not hesitate to disengage if you struggle to switch from one to the other (in the case you have two) or simply when it is empty, your fighter is remote controled, you won't lose your pilot if you have to leave it behind.

Without your shields, you won't last very long, and I lost a few ships (although not many) simply because I delayed the decision to bug out up to the point where it is too late, then your modules get disabled, you can't escape and you're toast.

So SCB management is very important, with practise you will get the hang of it and be able to fully use their potential but stay aware, it will save your ship more often than none.
 
Time to dock and restock.... :cautious:
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And swap the whack'em all conda out for some fun. Greeting police officiers O7
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Actually not just for fun, going to unlock marco qwent so gotta hand in to bounty to Sirius Corp.
 
Be aware that if you fail a on foot mission. The Feds will look into your stores and confiscate all the stolen power regs. So use them as soon as you can... 🤟👍👀
I’ve never had that happen. I have a couple left over that I’ve been carrying for weeks.

If they are not in your backpack they can’t be scanned anyway, and they are not illegal either.
 
I think I might try to G5 my Mav soon. I could go the route of G4 on the Dom but I haven't really got into on foot combat yet so don't wear it.

My G4 Mav has increased back pack size and extra tool battery capacity. Not sure what to go for next for suit upgrades as I only have 3 Oddy engineers unlocked.

I really fancy night vision though so that might be a short term (yeah, right!) goal

Mind you, I still want to get to Elite in exo...

This is what fascinates me about ED: there's always something to strive for. Other on line games... Well, you sort of get to max level and get good equipment, but then, for my anyway, the honeymoon is over
 
Building a second G5 Dom - my first is great for day combat, but without Night Vision isn't so great at night, and I really want something to go with a double-Rockets build - so plan on Night Vision + Extra Ammo this time. Just missing a couple of Weapon Test Data and I can get engineering :) ... and then I need to go help some factions in Lockdown as I'm looking at what's happening with the Sec slider right now as I'm having issues pushing the Colonia Bridge into lockdown 😈
 
That's why I love this thread/community!

Everyone is helpful and positive - I don't think I've ever seen a negative, or salty post
That is because I delete most of my posts after typing it lets me vent while not upsetting anyone.

Power priority management is also useful in an emergency, if you can set up your ship so that the essential systems set to priority 1 use less than 50% (ideally less than 40%) then no matter how damaged your power plant is (apart from destroyed obviously) you will be able to run to safety.

Essential systems
  1. Thrusters
  2. Frame Shift Drive
  3. Life Support
  4. Sensors
  5. Power Distributor.
Given a high rated module and/or synthesis Life Support could go lower down the list or even on a lower priority, you need power to Sensors or you can’t contact anywhere to get docking permission.

Personally I run defensive items at Priority 2, weapons and tools at Priority 3, SRV Fuel Scoop and Cargo Hatch are in 4 & 5.
 
...So I now have a badly setup Vulture.

Tried to set it up following others builds, but needed a wake scanner for engineering mods that put it over power budget.
I dropped a shield bank and got the power budget fixed.. It's only short term, and I can remove it later.

Initially I was getting really bored wake scanning, but after 30 mins or so, realised, this is one quick puppy, and handles like a go-kart on steroids.
I can lock and scan a target in seconds, and get within 2k scan range very quickly - Is this a sign of things to come bounty hunting?

Stay tuned...
SCBs on a Vulture? I'd say as useless as... something that will be censored in any case, and it just might be my personal (mis)conception in any case. The Vulture is not a shield tank, and she's (usually) power limited in any case. She does handle hull reinforcements extremely well, though - it just means that you're going to need an A-rated life support and weapons you can use without the aiming aids on your HUD (for me, that's either beams or frags/pacifiers) - since the canopy is the first thing to go after you've lost the shields.
If you use Pacifiers, you can run bi-weaves, two Guardian shield reinforcements and two A-rated boosters from a reinforced/monstered power plant (use the other two utility slots for shoulder mounted point defenses - losing the canopy is a nuisance, but watching a bunch of missiles coming at you through the hole is frightening). Efficient/thermal vent beams work as well (but I 'd still prefer the Pacifiers, as you can get by with zero to one pip in WEP).

Wake scanner - did you realize that the power budget doubles for each increase in rank, while the range (roughly) follows a geometric rule (perfectly reasonable for any kind of active sensor)? So, by switching from an A rated scanner to a B rated scanner, you lose 12% in scan range, but you only need 50% of the power. If you have one of the relevant Engineers unlocked, I can only recommend the fast scan mod.
 
SCBs on a Vulture? I'd say as useless as... something that will be censored in any case, and it just might be my personal (mis)conception in any case. The Vulture is not a shield tank, and she's (usually) power limited in any case. She does handle hull reinforcements extremely well, though - it just means that you're going to need an A-rated life support and weapons you can use without the aiming aids on your HUD (for me, that's either beams or frags/pacifiers) - since the canopy is the first thing to go after you've lost the shields.
If you use Pacifiers, you can run bi-weaves, two Guardian shield reinforcements and two A-rated boosters from a reinforced/monstered power plant (use the other two utility slots for shoulder mounted point defenses - losing the canopy is a nuisance, but watching a bunch of missiles coming at you through the hole is frightening). Efficient/thermal vent beams work as well (but I 'd still prefer the Pacifiers, as you can get by with zero to one pip in WEP).

Wake scanner - did you realize that the power budget doubles for each increase in rank, while the range (roughly) follows a geometric rule (perfectly reasonable for any kind of active sensor)? So, by switching from an A rated scanner to a B rated scanner, you lose 12% in scan range, but you only need 50% of the power. If you have one of the relevant Engineers unlocked, I can only recommend the fast scan mod.

I've only been playing since December, and have spent most of the time travelling to BP and back, so my experience with builds is zero.
I'm blindly copying other peoples builds for my ships, and have only just started unlocking engineers. Currently working on Felicity Farseer, but struggling to get the required components due to the cargo scoop bug.

This is pretty much the build on the Vulture - I dropped a few bits to add the wake scanner.

Basic Vulture
 
I’ve never had that happen. I have a couple left over that I’ve been carrying for weeks.

If they are not in your backpack they can’t be scanned anyway, and they are not illegal either.
Sent to a prison base, a crime and punishment thing. Lost 11 regs in one go.
But get in good in an anarchy system or too and they'll give you several power on missions at once.
Just keep them and run away to the next anarchy system. Spend those billions of credits you have....
 
I've only been playing since December, and have spent most of the time travelling to BP and back, so my experience with builds is zero.
I'm blindly copying other peoples builds for my ships, and have only just started unlocking engineers. Currently working on Felicity Farseer, but struggling to get the required components due to the cargo scoop bug.

This is pretty much the build on the Vulture - I dropped a few bits to add the wake scanner.

Basic Vulture
Ahh... so you're running (so far) unengineered, and you're talking about Shield Boosters, not SCBs. In that case, that build is about as far as it gets, not much more to gain.

Yes, that scooping bug is a pain - Sally has promised an attempt at a hotfix for next week, which may (or may not) also address this one. Until then (assuming that, since you made it back from BP, small change is not really an issue), you might try outfitting a Cobra/T-6/Krait/Python for laser mining (the Vulture just doesn't have the necessary internals) and collect at least the lower levels materials from there (and incidentally also make some progress into unlocking another Engineer, even if you have no ingame knowledge about her yet).
 
I've only been playing since December, and have spent most of the time travelling to BP and back, so my experience with builds is zero.
I'm blindly copying other peoples builds for my ships, and have only just started unlocking engineers. Currently working on Felicity Farseer, but struggling to get the required components due to the cargo scoop bug.

This is pretty much the build on the Vulture - I dropped a few bits to add the wake scanner.

Basic Vulture
You'd be better off equiping a Cobra MkIII with the largest FSD and Fuel scoop it can take (Size 4A), you'll still have a decent sized Cargo Rack capacity to fill with limpets with the two size 4 remaining, just replace the 4C Shield Generator for a 2A and a Collector Limpet Controller in the second 2 sized slot, you don't need to engineer it for this.

For farming Raw materials on planet you'll have to swap for a 2H Planetary Vehicle Hangar, with ships this size, you don't have the luxury of having it all fitted in the same fit.

Visit systems in state of war, different Allegiances, look for signals sources after scanning the local Navigation Beacon, you will find tons of materials this way, including Encoded, which you can find by scanning the wrecks you will find in Encoded Emissions spots when they are present, but alternatively you also can scan ships wakes leaving Distribution Centers in systems in state of Famine, using a Frame Shift Wake Scanner you can fit on your utility slots.

If I were you I'd leave the Vulture for a while and focuse on fatming meterials, the Cobra is the best tool for a player starting in this game.

For signals, one trick to look for: First make sure you chose a signal with at least 20/25 mn remaining, they have a timne limit, then once you find a good one, once you're finished farming it, log OUT to desktop, log IN again, then throttle up and go into supercruise, once in supercruise start a loop as if you wanted to come back to the same spot (which you want).

The nearest signal will show in your Navigation Panels as Unidentified, selecit it (supercruise Assist) so as not overshot it.

What you want is to pop out off Supercruise back in the same spot and farm it all over again.

You should be looking for High Grade Emissions spots first they give Grade 4/5 materials, then Encoded Emissions with more often lower Grades materials and depending on respawn, a wreck to scan, signals from those don't give twice the data so don't bother looping.

You can find those systems using EDDB just select Systems, then Allegiance for the type of materials you want, and Faction States.
 
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I've only been playing since December, and have spent most of the time travelling to BP and back, so my experience with builds is zero.
I'm blindly copying other peoples builds for my ships, and have only just started unlocking engineers. Currently working on Felicity Farseer, but struggling to get the required components due to the cargo scoop bug.

This is pretty much the build on the Vulture - I dropped a few bits to add the wake scanner.

Basic Vulture
I'm preparing a short Youtube Video for the whole procedure of farming Datas and Manufactured Materials in systems, there will be no comments coming with it but starting from base, I think you will be able to figure it out for yourself.

If you're looking for a particular Material, Elite Dangerous Wiki is a good tool to find them, but if you struggle to find what you need, try the next best solution, farm a High Grade spot and exchange what you have to a Trader.

With my method you can easily farm half of a particular Grade 5 material and Grade 4 inventories when you start with a source with enough time on the clock, don't select the materials before launching limpets, just launch as many as your controller can handle and this way they will pick them up without expiring until they're done.
 
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