Ships Looking for a fighter

Not sure of your budget, but I'd certainly recommend a Vulture, the most fun I've had in a ship for a long time.

Currently my most flown ship, even over my Cobra, but I think I need to have a look and tweak the Cobra.

My current load out: -

http://coriolis.io/outfit/vulture/04A5D4A3D5A4D3C1e1e0n0505004a5f2f2j66.AwRj4zyA.CwBhCYQRjK7BFxA=

Using this currently for bounty hunting Bulletin Board missions and for spending time in RES. The load out shown there is no good for any smuggling as I opted to loose the cargo capacity. If I was to do any smuggling I'd hop back into the Cobra.

Regards
 
With a A-rated power plant and Power distributor, I can perma boost my Vulture so that it's sustained speed is somewhere around 350-400m/s. That's not too shabby. When I'm in close, I slow down and maneuver. Best of both worlds.

A-Rated gear will perma boost anything though. The Vulture is nice, no denying that, but when OP clearly states they value speed over all, it's a little weird for so many to be recomending such a slow ship. :)
 


A quick suggestion, if you replaced the 4A shield generator with the 5A, took out two shield boosters and replaced them with a chaff launcher and a kill warrant scanner, you'd still have a bit more shield power than you have now (with probably a faster recharge rate as well), while reaping the benefits of more bounty hunting money (kws) and having some chaff for nastier targets equipped with gimbals and/or turrets. And you'd still have enough power for SCB's in c4 and c2 slots (I checked).

Edit: that's almost excatly what quickr posted minus the kws :)
 
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A quick suggestion, if you replaced the 4A shield generator with the 5A, took out two shield boosters and replaced them with a chaff launcher and a kill warrant scanner, you'd still have a bit more shield power than you have now (with probably a faster recharge rate as well), while reaping the benefits of more bounty hunting money (kws) and having some chaff for nastier targets equipped with gimbals and/or turrets. And you'd still have enough power for SCB's in c4 and c2 slots (I checked).

Edit: that's almost excatly what quickr posted minus the kws :)



http://coriolis.io/outfit/vulture/04A5D4A3D5A4D3C1e1e000808005i45556624.AwRj4zyA.IwBj4y2I this is whar i gonna try out :p kill warrant scanner i never use :/
 
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If you do a lot of bounty hunting, I can't recommend the kws enough. It boosts your profits quite a bit, because it not only determines that your target is wanted in the current system, like the regular scan does, but also determines if any other factions have a bounty on it. So instead of just getting, say an 80k bounty on a target in the local system you may also determine that the Federation or the Empire also have nice sums on it. Get enough kills and it adds up - a lot.
 
A quick suggestion, if you replaced the 4A shield generator with the 5A, took out two shield boosters and replaced them with a chaff launcher and a kill warrant scanner, you'd still have a bit more shield power than you have now (with probably a faster recharge rate as well)

FYI, shield recharge rate is constant for all ships and shields, 1MJ/s.
 
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I meant time for shields to go back up after they fail, which is longer with boosters. Good to know, though :)

It is the same time whether the capacity comes from a weak generator with boosters, or a strong generator. All that matters is the total capacity. If your shield has a capacity of 200MJ from the generator, it takes just as long to regenerate as if you had a 100MJ shield buffed to 200MJ with boosters.
 
It is the same time whether the capacity comes from a weak generator with boosters, or a strong generator. All that matters is the total capacity. If your shield has a capacity of 200MJ from the generator, it takes just as long to regenerate as if you had a 100MJ shield buffed to 200MJ with boosters.


Interesting, I was under the impression that, say, 200 MJ through boosters takes longer to go back up than 200 MJ without. Thanks for the info, live and learn. I guess it's still viable to turn off boosters when shields are down so they go up faster, though :)
 
Interesting, I was under the impression that, say, 200 MJ through boosters takes longer to go back up than 200 MJ without. Thanks for the info, live and learn. I guess it's still viable to turn off boosters when shields are down so they go up faster, though :)

Yes and no. They go up faster, but when you turn the booster on, the shield capacity it grants is empty and must be refilled anyway. I think the time going from completely empty to completely full is the same either way. Of course, if you want to chug a shield cell, then turning off all boosters when the shields are down is the way to go.
 
Turning off boosters to allow shield to go online faster has its disadvantages. IIRC shield actually recharge faster when it is offline, so you will get to 50% shield faster if you allow it to restart with boosters turned on, than if you turn boosters off, and then on when shield goes online.
It is nice to have such options to choose from depending on situation, one of the reasons why it is good idea to use lower grade shield and more boosters on power starved shipes like vulture or FDL. 5D works really nice.
 
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