Critique my Vulture loadout?

So if I break and sell my Viper I should have about 16M. Can anybody see any glaring issues with this setup for a RES/CZ/BH Vulture? Or should I grind on for the Clipper I really want? Hmmm

View attachment 30720

Thankyou :)
 
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Cool..Do the large pulse actually do enough dmg? Also I've never used shield boosters. I assume they use up the cell banks?
 
Cool..Do the large pulse actually do enough dmg? Also I've never used shield boosters. I assume they use up the cell banks?
Pulse is fine for damage, and boosters are totally passive, only downside is power draw and increase in recharge time.
 
I see. So I use the cell banks when my shields are low. Thnx. I've got used to using lasers on shields then switching to MC's.
 
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Go for a gimballed energy weapon; any misses will cost you more in DPS than the change from fixed to gimballed. You can de-target if the target uses chaff and they fire as if fixed, but rarely happens with NPCs anyway. If the cost is too much, go for gimballed Pulse instead.

The life support system might as well be left at D rating (less mass and power draw, and cheaper too); the time D rating gives is more than enough on the rare occasions you need it.

Upgrade the sensors; they affect gimbal accuracy (and D rating is better than E in terms of mass even if the accuracy is unimportant).

You have a power plant providing 15.60 units while using only 14.08 when hardpoints deployed (0.9 of which can be turned off in combat; cargo hatch and FSD drive by setting to weaker priority); with the cost of the A rating power plant being so high you might be able to downgrade and get better shields.

Thrusters, 5m for A rating...; D rating thrusters are more than enough on a Vulture, at least to start out with (it is such a maneuverable ship, anyway). The power draw of D rating is significantly lower, so many players keep with D rating thrusters (in order to add shield cells and other power hungry stuff). Could keep the A rating power plant and get most other nice stuff by just downgrading to D on the thrusters here.

http://www.edshipyard.com/#/L=60N,5TP5TP3we0-80-80-8,2-6Q8S6Q5K7_6u5A,7Sk7gy

Turn off the cargo hatch. Hope that helps.
 
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Indeed it does. I'm getting mixed messages about the sensors though, I'm sure I've read they don't affect gimballed accuracy. This setup will be used across all game modes, btw. According to my mood ;)
 
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It's been stated many times by the devs and people testing, gimbals and turrets are unaffected by the sensor rating.
 
I'm not sure about the gimbal accuracy myself; I'll go with the flow here and say it doesn't then. I have edited the loadout to use only 4D sensor, with a few other changes to compensate (requires turning off/low priority the cargo hatch):

http://www.edshipyard.com/#/L=60N,5TP5TP3we0-80-80-8,2-6Q8S6Q5K7_6u5A,7Sk7gy

The end-goal loadout, if using dual-beams, is something like this (requires turning off/low priority the cargo hatch and low priority the FSD drive):

http://www.edshipyard.com/#/L=60N,4zh4zh3we01Q0Wg,316Q8S6Q5K7_6u5A,7Sk7gy12G10i10i
 
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I'm not sure about the gimbal accuracy myself; probably needs testing. I have edited the loadout to use only 4D sensor, with a few other changes to compensate.

Do a forum search, I've seen at least 2 devs state sensor rating doesn't affect gimbals. Feel free to do testing on it though, I would love it to be proven false.
 
I personally like one gimballed beam and one gimballed cannon.

This would give me continuity from my Viper. Could always bang two PA in it and build the rest around that, just for the hell of it. Never used them, they look like fun.
 
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You should have an FSD interdictor for more exciting bounty (and profitable) hunting. Many of the high bounties will stay in SC near the nav point. You'll need the interdictor to get those bounties.
 
In Lugh I used a Vulture with 2 3g beams, Shield Boosters, and Hull Reinforcements. The rest was pretty close to what you have currently. I need to do some grinding for a bit so I sold the Vulture and got a Type 7. When I re-bought my Vulture I kitted 3g Pulse lasers, a few Shield Boosters (left room for chaff) and decided against the Hull Reinforcement units.

I wander into Strong Signal Sources and have cleared them out when not terribly out numbered. :) ( I do leave the gold trap when I drop in on it. )
 
So if I break and sell my Viper I should have about 16M. Can anybody see any glaring issues with this setup for a RES/CZ/BH Vulture? Or should I grind on for the Clipper I really want? Hmmm

View attachment 30720

Thankyou :)

I actually have a couple of Vultures with different weapons load outs. The first has two gimbaled beam medium lasers which can fire for ages and do loads of damage, the other has a single large gimbaled beam and a large gimbaled cannon. I use them both and they both work fine. I have no problem with the gimbaled weapons accuracy or with laser overheating with either load out.

The only other thing I'd say is downgrade your thrusters to help with power management, and depending on what you're going to use it for upgrade your FSD to give a better jump distance. I'd also go with a lower spec life support and better sensors, I use D class for both of those, and if you add a shield booster, you will hardly ever lose your shields. :)
 
Naah you can do even better than that!

http://www.edshipyard.com/#/L=60N,5TP5TP3we0_q0_q0-I,2-6Q7_6k5U7_6u5A,7Sk7fi4xo10i10i

This Vulture (link above) will get you to your Python (and well, any ship really)
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The twin gimballed pulse lasers are great. Don't be put of by the fact they're pulses...or the slight drop in firepower due to the gimbal (fixed do higher damage, but you really have to be an expert pilot to keep them on target)
The pulse lasers tend to wave around less than bursts or beams and suck less power. Power is critical for the Vulture and must be managed to squeeze every last drop out of the ship.

Power tips:
- Turn off the Cargo Hatch, you don't need it at all.
- Set Frame Shift Drive to Priority 3
- Set Fuel Scoop to Priority 3
- Set the two gimballed Pulse Lasers to Weapon group 1, 1st fire button
- Set the Kill Warrant Scanner to Weapon group 1, 2nd fire button

You should be able to keep guns out and keep the shield cell booster powered (it gives 3 boosts if you get in a pickle)

This way, when you hit the hardpoints button and the guns roll out, the FSD, scoop turn off (you'll get a module power warning)

The E-class life support is fine - if you get a broken canopy, you're out and heading back to base anyway. 5mins air should be plenty. If not, drop the baby 0E Shield Booster (I have this to get the final squeak of power out of my Vulture).

In a RES, I melt Clippers, Dropships and Anaconda's without issue (3 competent or higher 'conda's in a row will drain your shields). Get in close and sub-target the power plant. Back off when the power plant is less than 10% so you don't get blast damage!
Smaller Sideys are gone in one pass, Cobra's in two.

I switch power pips all the time, usually four in shields, 2 in weapons when on approach to a target, and switch to 4 in weapons and two in shields for the kill.
Back to four in shields and two in engines to roam around the RES and pick up the next large target.
 
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