Does the Vulture...

...still have canopy breach issues?

I remember pre-horizons I loved combat in my Vulture, but the canopy would blow out way before my hull took any meaningful damage. Just sold my exploraconda, replaced it with a Krait, and now looking to outfit a fighter for res/cz.

So, is the Vulture still prone to canopy breaches?
 
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...still have canopy breach issues?

I remember pre-horizons I loved combat in my Vulture, but the canopy would blow out way before my hull took any meaningful damage. Just sold my exploraconda, replaced it with a Krait, and now looking to outfit a fighter for res/cz.

So, is the Vulture still prone to canopy breaches?

If you joust with your opponent then yes it does. Npc's aim for centre mass. Centre mass head on for a Vulture is the canopy.
 
I've been extensively doing assassination missions in my Pacifier Vulture the past few days and I've never had the canopy break (my opponents were mostly in Corvettes though which can be easily outmaneuvered). In a typical hybrid build like that one I usually break off direct attack after the second canopy breach warning and evade for the half minute it takes the shields to rebuild. In the meantime a small AFMU can easily repair the canopy back to 100%.

Speaking of the FAS, I've tried coming up with an FAS build as a direct upgrade to that Vulture, does anyone have suggestions which weapons would best complement a pair of Pacifiers on it? The goal is to minimise TTK with as much burst damage as possible, optimally with a weapon with similar characteristics (shot speed) to the pacifiers so they can be fired simultaneously.
 
Thanks. FAS it is then :)

That's not great either!

I've been extensively doing assassination missions in my Pacifier Vulture the past few days and I've never had the canopy break (my opponents were mostly in Corvettes though which can be easily outmaneuvered). In a typical hybrid build like that one I usually break off direct attack after the second canopy breach warning and evade for the half minute it takes the shields to rebuild. In the meantime a small AFMU can easily repair the canopy back to 100%.
Speaking of the FAS, I've tried coming up with an FAS build as a direct upgrade to that Vulture, does anyone have suggestions which weapons would best complement a pair of Pacifiers on it? The goal is to minimise TTK with as much burst damage as possible, optimally with a weapon with similar characteristics (shot speed) to the pacifiers so they can be fired simultaneously.


G5 LR or Focused PA's.

The shot speed is a fair bit higher but I've used them with frags before and they work well together. Fire the PA's first at range, let the target run into the frag reticule then pop the frags.
 
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A G1 long range mod on a PAC gives it 1050m/s max, which is only 5% faster than the shot speed on the Pacifier.

That's my favourite option atm too, I would just need to get used to something on my ship being only G1 engineered ;)

Edit: And I'm still not sure how the hardpoint placement on the FAS would translate to the points of impact of four fixed weapons, I hope it's not spread out too widely...

G5 LR or Focused PA's.

The shot speed is a fair bit higher but I've used them with frags before and they work well together. Fire the PA's first at range, let the target run into the frag reticule then pop the frags.

Will give it a try, thanks.
 
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I'd go for 2 medium focused PAs, one with TLB and the other with dispersal (or if pure pve, one with dazzle and one with dispersal) to compliment two pacifiers.

@OP, the FAS has worse canopy problems than the vulture. Don't get me wrong though, in a CZ or something, the FAS is a far superior ship. As one of my squadron members pointed out the other day, you can't kill the T10s in a CZ with a Vulture, unless you are dual pacifier, two hardpoints just isn't enough damage to stop them leaving the CZ when they get down to 30% as they invariably do.

You really shouldn't be losing your canopy in pve anyway, by the way. ;)
 
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All in unison then. Thanks.

And sorry for the threadjack, OP!

No, not in unison. Try to time it so you are approaching your target and fire the PAs the first time at about 1500m, then as you get into frag range, all together. You'll be surprised how much damage those little PAs can do. Try to get two hits per pass, but don't bind them all together.

If you'd prefer to have them all firing together, go G1 long range PAs, but that will only give you one shot per pass, seems a shame. The huge shot speed increase of G5 focused or long range makes them useful against any ship even small ones. The medium hardpoint convergence on the FAS is very very good.
 
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Why not? I have 3 fingers on my right hand, and severe arthritis in my left. So I do what I can and enjoy it.

So, tell me again how I should/shouldn't be playing the game.

I'm terribly sorry, my psychic powers seem to be on the blink today, and the winking smiley obviously was lost on you too. Never mind. Noted... No banter with Alexandthedj. There, won't happen again! :D
 
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I read somewhere that engineering can make the Vulture more resistant to the canopy problem. I haven't flown a Vulture since before the engineers, is this true?
 
I read somewhere that engineering can make the Vulture more resistant to the canopy problem. I haven't flown a Vulture since before the engineers, is this true?

Actually, engineering can't help, I wish it could, but you can outfit to increase the resistance of the canopy by fitting 2 mrps. In all cases of ships where I believe I'm likely to be fighting with shield down (which is not something that is usually done in a vulture, since they make exceptional shield tanks for their size), I put an MRP in both the largest (size 5 or larger) and the smallest slots (size 1 on the vulch). This also provides better resistance to hardpoints at the same time. It's a staple of a good hybrid build.
 
I'm terribly sorry, my psychic powers seem to be on the blink today, and the winking smiley obviously was lost on you too. Never mind. Noted... No banter with Alexandthedj. There, won't happen again! :D

Or perhaps you just shouldn't be judgemental and expecting everyone to be as good as you perhaps are? ;) Winking or not, insinuating someone isn't very good at the game is a bit of a move. ;) But as a forum regular I suppose you feel its your right. ;)

I'll be sure to take time away from my wife and kids to practice a little more so I can reach your levels of expectation before posing further questions. ;)

PS.
I winked, so don't take offence ;) (I did wink enough right?)
 
Or perhaps you just shouldn't be judgemental and expecting everyone to be as good as you perhaps are? ;) Winking or not, insinuating someone isn't very good at the game is a bit of a move. ;) But as a forum regular I suppose you feel its your right. ;)

I'll be sure to take time away from my wife and kids to practice a little more so I can reach your levels of expectation before posing further questions. ;)

PS.
I winked, so don't take offence ;) (I did wink enough right?)

I wasn't judgmental at all, and I wasn't insinuating anything except that you don't need to lose the canopy. It has more to do with outfitting than flight skill. All I was trying to do was make you think (I was hoping it would make you ask me what I meant) and have a bit of banter in the forum. Any skill gap between us is irrelevant.

To show that I only want to help, and also put some perspective to the statement 'you shouldn't lose your canopy in pve'...Here's my pvp vulture build for your reference, note that there are 8 shield cells and 4 heatsinks,so you need to double up on each recharge (hit cell, hit heatsink, hit cell), this will recharge exactly half your shield 4 times for about 3000 effective MJ total. The hrps are only there so you can survive while you leave an engagement that goes wrong, as a shield tank there is no need for mrps or canopy protection.

If you really want to go hybrid in a vulture, as I said in the other post, 2 MRPs will do the trick. I hope it helps, have a great day!

https://s.orbis.zone/1zto

P.S. Not enough winks. ;)
 
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May I ask why you only use shield strenght modding instead of resistances? Your survivability against thermal weapons is worse and you effectively lower the already low recharge rate of the standard shields as well as the overall benefit the SCBs provide.

gdammit, now I'm going to have to post an FAS build as well!! Back soooooooon!
 
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