How should I outfit my vulture for combat?

Just got a vulture but don't really know it's strengths or how to play to them so if you could suggest how I should outfit it that would be great. (Rating/class of item is also appreciated)
 
Its a combat ship that can be fitted for certain tasks. What are you planning to do?

I'll just throw this out there to get you started:
Basic build for RES/Light smuggling

*edit

Strengths:
Fast Handling
Excellent Vertical Thrusters
2 Large Hardpoints

Weaknesses:
Low top speed
Poor powerplant, 4A cannot fit certain configurations without good power management and/or sacrifices to build.
Weak canopy
Cannot tank multiple larger ships
 
Last edited:
I think that, since switching modules is for free, you should take your time and make some trial and error until you find the correct setup for your needs for two main reasons:
-If you copy other people's loadout also partially you lose one of the funniest aspects of this game
-What is suitable for me may not be useful to you since my loadout is tuned upon the way I fly and fight that is surely different from yours
 
Last edited:
http://coriolis.io/outfit/vulture/2...4tW4g===.AwgsI4CYEYqspRA=?bn=Fighting Vulture

My loadout.
40 mil worth of vulture.
That 20 mil turreted beam strips enemies to bits.

(You could go for a much cheaper turreted beam but I want to DESTROY ships lol)

A bit of power management was needed, check out the priorities column.
Shield cell disabled until needed which will disable other non emergency units until it is disabled again.
I also disable the warrant scanner and fsdi when doing high conflict zones to reserve more power and they aren't required for there.
Bounty hunting I will have them on and may disable shield booster for a while so as to keep more power on the guns.
 
Last edited:
Back
Top Bottom