Have you used a Vulture like that recently? I started with a mix of HRPs and MRPs like that, but i still got my canopy blown out. I found that I need at leat the two biggest MRPs to prevent that. Also, it's not so much about survival. It's a pain having to keep going back to the station to get a new canopy when you're doing undermining, CZs or RES farming.I dunno, that build has 2 MRPs and any more than that is usually overkill (something something maths). You need a blend so that your canopy pops around the 20% hull mark. It's not an exact science but you've got it right when you start seeing limited failures at about 50% hull or less.
Also, a popped canopy isn't really a dealbreaker if you fit an A-rate life support... with 25 minutes on the clock, only a high CZ really poses a risk to that expiring before you need to go back to repair/ rearm. But that's budgeting no more than 30 minutes in a high CZ, and if your canopy is popping in 5-10 minutes, there's something really wrong with your build.
Almost all my fits have A- rate life support for exactly this reason, and it's the difference between winning CZs/ thargoid fights and having to flee.
And that is precisely the type of advise I need. All this thread is very useful for me but looks like bi-waves have more supporters than standard A-rated stuff... Good reading. Thanks all for the input!Cluster capacitors doesn't recharge as quickly whereas super conduits does.
So a dizzy with charge enhanced super conduits and heavy A rated shield boosters benefit from super conduits.
Its all about recharge hehe.
I am a newb. Not going to claim otherwise. I am just starting in LowRES to get the taste of combat. I may try HighRES next week. So far it is not bad but I already see that I need to change few things on my Python... I am not min/max-ing really. I like to have flexibility... And I am not PvP pilot. I would die within few secondsIf you're a combat noob, here's the advice of another combat noob:
- If you're going for sustain, use biweaves.
- If you want to min max for one off pvp duals, go for capacity.
I used to think all sorts of stuff, but today this is what i believe.
Yeah all mine are biweaves and i like it. The usual breather in a res is enough to keep 3 bars up for most of your session. Mine are engineered with thermal resistance up to 50 and on the edges putting back the resistances that thermal takes away.
And that is precisely the type of advise I need. All this thread is very useful for me but looks like bi-waves have more supporters than standard A-rated stuff... Good reading. Thanks all for the input!
Didn't know that...Also one more tip: Shield recharging is twice as fast in supercruise
Long range weapons are more accurate than what you have, plus they do a lot more damage most of the time, except when you're close.I've added the second MRP after noticing the canopy issues and didn't have any problems since. Got pretty beaten up by a deadly Anaconda yesterday and the little bug tanked it quite well, I was surprised.Regarding the lasers I am indeed not very pleased with their performance. As I am using gimballed, will I hit anything at all using long range weapons?
How do you determine 'enough' module protection? Like was said before the Vultures OC powerplant sits at only 66 integrity, are the MRP's integrity points added to that?
Also, I am still confused about the 'hybrid' thing... I am guessing that means a mix of hull and shield tank, correct? And can the Vulture work like that or rather not?![]()
yeah, common sense is not to go over 60% or so, diminishing returns apply after some point and it becomes not module-efficient anymore.This caught my attention, as I noticed recently that I have a pretty sub-par setup on my vulture with negative thermal resistance, and am playing around with my build on coriolis now.
Tried what you suggested above and got some impressive resistance values, at the cost of half the raw shield strength but sitting at a recovery time of just 1:25 minutes... Is there a softcap on resistances though? Got some at almost 70%
So far it is not bad but I already see that I need to change few things on my Python...
Just by changing the Heavy duty shield booster into Resistance augmented - you could maintain the same shield values, but lower the recovery rate by 6 seconds (74 seconds vs 80 seconds), and lower the recharge rate to 147 seconds from 160 seconds). Keeping the guardian shield boosters is obviously your choice, I am not saying it is always like that, but sometimes people think Heavy duty is the best disregarding the shield type and shield goal.I disagree, I like stacking as many MJ as I want on my biweaves, even using Guardian Shield Boosters to increase them further. I nearly always use thermal resistant and force block for my generator, two resistance boosters and the rest heavy duty.
Biweaves don't just have an improved broken regen rate, but vastly higher normal regen rates too. The larger biweaves recharge 2-4 times quicker than a standard shield and 5-8 times quicker than a prismatic.
The broken regen rate doesn't matter if your shield never fails, but the better active regeneration that biweaves offer greatly improve your ship's staying power through consecutive fights, which a large MJ biweave excels at.
This is my PvE Crusader and its shield has only come close to failing once, against a wing of 2 deadly Chieftains and an elite FGS with a fighter. I had also started that fight with slighty less than two rings, since I had just finished off a master conda via ramming.
Just by changing the Heavy duty shield booster into Resistance augmented - you could maintain the same shield values, but lower the recovery rate by 6 seconds (74 seconds vs 80 seconds), and lower the recharge rate to 147 seconds from 160 seconds). Keeping the guardian shield boosters is obviously your choice, I am not saying it is always like that, but sometimes people think Heavy duty is the best disregarding the shield type and shield goal.
Things to concentrate in the high RES. Always target the powerplants of big ships, especially Anacondas. Always check Gunships and Anacondas (Kraits and Crusaders too, but they're not so common) to see if they,re carrying a fighter before opening fire. If those ships are already fighting the police, the fighter will be lurking and it'll get you from behind the moment you open fire. The best practice is to deal with the fighter first as soon as it leaves the mothership if you can, otherwise you have to decide whether you want to tank the fighter while you finish the mothership. That's sometimes a better way if there are a lot of police shooting the mothership.I am a newb. Not going to claim otherwise. I am just starting in LowRES to get the taste of combat. I may try HighRES next week. So far it is not bad but I already see that I need to change few things on my Python... I am not min/max-ing really. I like to have flexibility... And I am not PvP pilot. I would die within few seconds![]()
Nice, I know this video very well. Gave you like for it. Was using it as a combat101 guide...I made a beginners video on how to use a Vulture in the high RES with some tactics you can use. It was with an unengineered one, so I had to be more careful about choosing targets. If you're new to combat, you'll probably get a lot from it.
Source: https://www.youtube.com/watch?v=eqPTEHgWW_A&t=1s
By switching to a third resistance booster I lose nearly 100mj of raw strength (depending on SB experimentals), meaning I loose a higher percentage of my shield to both ramming, which I do quite often, and PAs, which NPCs are quite good at landing. Both are mainly or completely absolute damage, so resistances are useless.Just by changing the Heavy duty shield booster into Resistance augmented - you could maintain the same shield values, but lower the recovery rate by 6 seconds (74 seconds vs 80 seconds), and lower the recharge rate to 147 seconds from 160 seconds). Keeping the guardian shield boosters is obviously your choice, I am not saying it is always like that, but sometimes people think Heavy duty is the best disregarding the shield type and shield goal.
I've been studying ramming today and yesterday. What I've noticed is that it nearly always happens when I have zero pips to shields, and when I manage to get 4 pips to shields before the collision, they always miss. I've got a feeling this is programmed in to the AI, that ramming is avoided if you have 4 pips and attracted if you have zero.By switching to a third resistance booster I lose nearly 100mj of raw strength (depending on SB experimentals), meaning I loose a higher percentage of my shield to both ramming, which I do quite often, and PAs, which NPCs are quite good at landing. Both are mainly or completely absolute damage, so resistances are useless.
Shield goal and all that.![]()