Ships Advice and suggestions on Vulture build

Need some advice from the community on my Vulture build and loadout for PvE bounty hunting. This is what I've built and engineered so far .

INARA LINK

CORIOLIS LINK

I've also used her as a combat fighter in conflict zones, recently in the the Torval Mining Ltd vs the Tavgi Blue Life Inc CG. I do switch out the fuel scoop for a 4D MRD and the kill warrant scanner for an additional shield booster or chaff when I take her into CZs. She's acquitted herself well so far.

Thanks in advance for any advice and suggestions.
 
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this is my vulture build for years. My favorite bird.

https://s.orbis.zone/mfdt

Everything is optimized and engineered. Shields at practical max (balanced max shield/resistance ratio). Should the shield go down It`s back up fast.

Use whatever guns you feel like. Swap out anything for cargoracks or whatever. I even used it as a small tourist ship.
 
This is mine.

Arclight Vulture -- Knife Fighter

Fast and light (for a Vulture). Good protection (shields and integrity balance, no armor mind), and resistances. 570 boost, 30 jump, plus a scoop. Armament has always been a problem in this ship, I've never really been happy with any combination. So this is dual beam because it is ammoless.

This ship makes an excellent rammer.
 
All good build choices.

Here is my Vulture build choice.

  • You add the Thermal Spread experiment on your Overcharged PP to counter the increased thermal load.
  • You switch Flow Control out for Super Capacitors on your Power Distributor: Recharging your pips faster is always better and options up more boosts, sustained fire, and constant shield recharging power while in combat.
  • You switch the Flow Control out for Super Capacitors on your Shield Boosters. This will give you a stronger MJ shield since you will be hit with Plasmas in conflict zones.
  • You OC your MC to get the highest damage potential since the Incendiary reduces damage but paired with Corrosive helps levels the damage. Also, do not underestimate the damage difference using Incendiary ammunition experiment effect. You will remove shields, remove Hull Integrity very fast and synthesizing ammunition is material cost cheap. Plus, MC with Incendiary ammunition has a falloff range of 1.5k versus the standard 500m laser falloff ranges: Thus, more sustained shield damage while maneuvering in short and medium range gaps, and with the Corrosive experiment effect passively increases the Thermal damage of the MC with Incendiary against the Hull while adding to the Kinetic damage of the MC/Corrosive hardpoint.
  • You will chew up FDL (shield heavy targets) and Anacondas.
  • You boost Hull Integrity to modify the damage mechanics and lifespan of the module reinforcements. So when the shield drops, your modules have protection while the Fast Recharge experiment on the natural fast-recharging 5C Bi-weave kicks in to pull your shield back up to 50%.
  • You use Reactive Armour with Lightweight and HD which is lighter than Military (HD/HD) with better armor resistances. The armor resistances are factored into the mix when sustaining module damage. SO, having a near-to balance of resistances helps, specifically against kinetic damage.
 
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All good build choices.

Here is my Vulture build choice.

  • You add the Thermal Spread experiment on your Overcharged PP to counter the increased thermal load.
  • You switch Flow Control out for Super Capacitors on your Power Distributor: Recharging your pips faster is always better and options up more boosts, sustained fire, and constant shield recharging power while in combat.
  • You switch the Flow Control out for Super Capacitors on your Shield Boosters. This will give you a stronger MJ shield since you will be hit with Plasmas in conflict zones.
  • You OC your MC to get the highest damage potential since the Incendiary reduces damage but paired with Corrosive helps levels the damage. Also, do not underestimate the damage difference using Incendiary ammunition experiment effect. You will remove shields, remove Hull Integrity very fast and synthesizing ammunition is material cost cheap. Plus, MC with Incendiary ammunition has a falloff range of 1.5k versus the standard 500m laser falloff ranges: Thus, more sustained shield damage while maneuvering in short and medium range gaps, and with the Corrosive experiment effect passively increases the Thermal damage of the MC with Incendiary against the Hull while adding to the Kinetic damage of the MC/Corrosive hardpoint.
  • You will chew up FDL (shield heavy targets) and Anacondas.
  • You boost Hull Integrity to modify the damage mechanics and lifespan of the module reinforcements. So when the shield drops, your modules have protection while the Fast Recharge experiment on the natural fast-recharging 5C Bi-weave kicks in to pull your shield back up to 50%.
  • You use Reactive Armour with Lightweight and HD which is lighter than Military (HD/HD) with better armor resistances. The armor resistances are factored into the mix when sustaining module damage. SO, having a near-to balance of resistances helps, specifically against kinetic damage.
Why do you need a large absolute shield?
Are you easy to hit with a plasma?
 
@SergMx
When you tackle (2) to (3) ship wings and depending on your combat rank then your opponents more frequently end having plasma. Or the infrequent missile barrage ships where raw MJ shields hold down the damage while you splash targets.

You definitely have speed to dodge plasma, as long as you have your situational awareness knowing which targets are tossing plasma down range. This becomes more tricky when you are managing aggression from multiple vectors and angles. In this case scenario, it is not as simple as a 1v1 dueling or 1v1 ship throw down.

IF you are only flying in Low or High res BH locations then sure you can gimp your Vulture and go with less MJ shield strength. Otherwise. Why not when you could afford the power for MJ shield defense. The reinforced bi-weaves regenerate rather quickly, so you get the perks from two worlds MJ and 57s restoration to 50% with 2 pips.
 
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@SergMx
When you tackle (2) to (3) ship wings and depending on your combat rank then your opponents more frequently end having plasma. Or the infrequent missile barrage ships where raw MJ shields hold down the damage while you splash targets.

You definitely have speed to dodge plasma, as long as you have your situational awareness knowing which targets are tossing plasma down range. This becomes more tricky when you are managing aggression from multiple vectors and angles. In this case scenario, it is not as simple as a 1v1 dueling or 1v1 ship throw down.

IF you are only flying in Low or High res BH locations then sure you can gimp your Vulture and go with less MJ shield strength. Otherwise. Why not when you could afford the power for MJ shield defense. The reinforced bi-weaves regenerate rather quickly, so you get the perks from two worlds MJ and 57s restoration to 50% with 2 pips.
Why did I ask that?
Because only Plasma does absolute damage, any NPC and man on the shields, especially with a big minus on the heat will shoot lasers.

Vulture is quite mobile and it is difficult to hit him with plasma.

As for the plasma ammo, there is a Parteus plasma 3rd class with increased ammo and there is a fuel modification
 
Need some advice from the community on my Vulture build and loadout for PvE bounty hunting. This is what I've built and engineered so far .

INARA LINK

CORIOLIS LINK

I've also used her as a combat fighter in conflict zones, recently in the the Torval Mining Ltd vs the Tavgi Blue Life Inc CG. I do switch out the fuel scoop for a 4D MRD and the kill warrant scanner for an additional shield booster or chaff when I take her into CZs. She's acquitted herself well so far.

Thanks in advance for any advice and suggestions.
Your getting there cmdr. Always grade 5, maybe a Laser to bring Shields down quicker or one of the experimental affects. Your on the Right track though.
 
Didn't check out all of recommendations, and only just stumbled over the thread, but here's my .02€:
  • Vulture is a close combat fighter, so no need for any kind of weapons range. If you absolutely want to stick to regular guns (any kind), go for short range blaster
  • if, however, you have a reasonable trigger discipline and/or can otherwise exclude friendly ships (or structures) in your furball, go for Pacifiers. The discussion between Double Shot, Overcharged of Rapid Fire is several years old, but all usually agree that the secondary to go for is Screening Shell (reduces reload by half). Yes, they're kinetic weapons. But their damage output is so high that, at short range, you won't need to worry about your enemies' resistances. Just hammer them into the ground.
  • A-rated life support. The Vulture isn't that good with shields (even if you pack him with Guardian shield boosters) and in any case soon runs out of power. And as soon as you lose your shields, one or another of your opponents will have missiles, which will smash your canopy. PDTs on the two shoulder mounts can help with that (at the expense of even weaker, but faster recovering, shields) - but an A-rated life support gives you ample time to finish off whover just knocked out your windows, instead of having to rush to the nearest base for repairs.
  • I wouldn't bother with a FSD booster. A combat ship can afford to travel slowly, or in the hold of a carrier.
  • using kinetic weapons (like the Pacifiers) lets you get away with a 4A PD (and still have a 5 second boost time)

This is (more or less) what I have been1 using for 2HOT2MESSY deliveries. Transporting Gin and Mugs attracts NPC pirates. And while the Dolphin is a nice ship, it's pretty much helpless. With the Vulture, that's an almost (sometimes they get away...) guaranteed income stream :devilish:

1 The bugs in conjunction with VR, Odyssey and AMD6000 drivers now restrict me pretty much to Legacy for anything involving planetary surface ports.
 
Here's another build to look at I use for high rez, combat zones and the occasional planetary landing. I find two efficient thermal vent beams keeps the heat down and pretty much takes out any NPC even one-on-one. For dedicated bounty hunting missions I would probably go with a FSD interdictor and a wake scanner in case they jump away.

Regards

vulture02.jpg
 
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Throwing my hat in the ring. I've been maining Vultures since launch and this is my submodule targeting build for soloing High CZs. The short range/thermal vent gimballed beam targets the power plant for continuous damage while the Corrosive Pacifiers both add an extra punch and the corrosive effect. Super effective combo.

 
bump

Just trying to breathe some life into the shipbuilding board!

I currently have two kitted-out Vultures; one for regular PVE, one for AX.
The AX one was intended as a simple Scout hunter and is the typical shieldless build with 2 Enhanced AX MCs, no surprises here.
I try to give all my AX ships a metallic paintjob; for the Vulture I think Stygian Blue looks best:
Vulture AX.png



The PVE one is also pretty conventional, except here I haven't really been able to find the ideal weapon configuration.
Originally I tried the classic "one beam, one MC", and sure that basically works, but I gotta say I find that a bit anaemic. It can take a pretty long time to wear the enemies down that way, and I am not a terribly patient man.
I tried various other configurations, including 2 Advanced PAs (Patreus module). That wasn't bad, but ofc the power requirements are a bit taxing on that notoriously undersized PP.
Now today I fitted the Pacifiers that I had left over from refitting my Chieftain. A bit easier on the power reqs, too. The usual Rapid Fire / Screening Shell combo. And boy oh boy that does perform! Screw resistances, screw armour hardness, you just brute-force everything with those combined 240 SDPS. The one drawback of this setup is that it eats through your ammo like crazy. Today I've parked my FC just outside the rings so I could restock quickly. Ofc if I ran out in the middle of a fight I could synth, but I try to avoid wasting mats when it's not necessary.

I'd also be tempted to run this thing with Azimuth weapons... these have already proven really effective also against human ships, but the power requirements are just too damn high. So I guess for the time being, Pacs are as good as it gets.
 
I find a pair of short range, inertial impact burst lasers quite fun on a Vulture. Not the most efficient setup against small ships, but gluing yourself to the tail of a 'Conda and blasting it without giving it a chance to bear its guns unto you is so satisfying🙃
 
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