Most Maneuverable Ship For Combat

She comes with a nice shipkit too.


I’ve been eying up the ship kit next time I find some virtual money down the side of the sofa... I feel like I’ve been flying her long enough now to justify it, and some of the pieces look like they strengthen the space shuttle vibes. But then again, that ‘hammerhead’ nose piece would fit well thematically with a long-range patrol fighter with engineered sensors!
 
Eagle
Vulture
Vulture
Vulture

Lol @ 730 dps.... :oops: I am defo trying this soon!

Edit: Not liking your shield setup though... my vulture has biweaves with almost the same raw MJ but half the recharge and recovery times...
Frag Vulture is fun...two downsides though...you have to be super close, way closer than when using SRB engineered MC/Beam...and you run out of ammo quickly, so farming a CZ or HazRes means lots of trips back to the station to rearm or lots of expensive synth (which requires way more mats than MC synth)
One good thing about a frag Vulture is it also allows for lazy pip management as you can sit with 2-2-2 or 3-2-1 or 2-3-1 and simply forget about pips :)
I agree with you on the shield setup, bi-weaves all the way! The MRP/HRP is also not ideal imo...but like anything in ED, there's many ways to skin a cat.
 
Regarding the impact of pips on pitch/roll etc., I was recently stunned to discover that things have changed. (Still getting my head around it and haven't yet created a new thread to enquire.)

As far as I know, it used to be true that:
a) pitch, roll and yaw rates were all affected by engine pips
b) the effect was negligible on some ships (e.g. Vulture, FDL) and huge on others (e.g. Sidewinder, Anaconda, T9)
E.g. the T9 lost around 70% (!!) of its pitch rate at 0 pips vs. 4.

Now:
a) roll and yaw rates don't change with engine pips at all
b) even on a T9, going from 4 to 0 engine pips only drops your pitch rate (in the blue) by 25%

Does anyone know when this happened? (Any why? :))
Coriolis still shows the "old" behaviour but EDSY is showing the new...
 
Sorry if it's been said but, but almost any ship kept in the throttle's blue zone is going to be much more maneuverable that if it isn't. It a bit unrealistic as to how much it helps.
 
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The thing about the dps with frags is that it decreases very quickly with distance (square law). I use this build to brawl. I fly very close to the opponent, ram them to a stand still and the engineering of the frags gives a reload time of 0.9 sec, which is very fast for a frag cannon. I also tend to stop my ship when an opponent tries to pass me head on, and then make a quick 180, which in a Vulture against NPCs puts you right on target, ~500 meters away, with the opponent still trying to turn like a whale, giving you a nice flat surface to hit. ALWAYS be close when firing frags, and always try to hit the largest possible surface of the opponent. If you do that, I promise you'll go "WOW !!! :LOL:", because then the dps is crazy high.
one thing i just thought as again im not an expert, how come your using gimballed over fixed if the idea is to get in close? does gimballed still make a difference when your close?
 
one thing i just thought as again im not an expert, how come your using gimballed over fixed if the idea is to get in close? does gimballed still make a difference when your close?

Depends on what you want from your gimbals. If it's merely an accuracy thing, then getting close enough makes it kind of unnecessary. If it's about getting weapons of different types (e.g. lasers and multicannons) on the same target, one type needs to be gimbaled. If your ship has its weapons far spread out, you also want some to be gimbaled to be able to bring them all on target at the same time...

And all of that is true before considering one other thing: with fixed weapons you often have to decide to either have your weapons on the target, or be able to get around it. Gimbals give you some more freedom there, you can point the nose of your ship a bit away, so you can actually pass your target and still put fire on it. If this matters for you or not very much depends on which ship you fly and how you want to use it, but it's always a thing to consider.
 
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one thing i just thought as again im not an expert, how come your using gimballed over fixed if the idea is to get in close? does gimballed still make a difference when your close?
From early on in the game I took a couple of "rational" decisions. One was that I found it so much easier to learn flying FAon that I wouldn't bother too much about FAoff. Today I can fly both, but I still prefer FAon. Likewise, I thought that gimballed weapons would, all in all, be an advantage for me, because I simply can't keep my target in the crosshair enough of the time. Using gimballed makes the crosshair "a lot bigger" so to speak. For me, it's all about how much damage I'm able to deliver in a given amount of time. If I land 5 shots out of 5 using gimballed, then it is more efficient than landing 3 out of 5 with fixed. Even considering the reduced dps of gimballed.

You might be a totally different pilot with different style and skills than me, so try the frags using both types (gimballed/fixed) before you start engineering. Try and see what works best for you in practice. You cannot judge that from numbers alone. You are definitely right that once you're close enough with every shot fired, fixed has more dps, but the question is if you're good enough to do that. I have a several thousand hours in the game, and I'm not good enough, but you might very well be :)
 
Dont let all this bad information and suggestions from these dubious commanders guide you wrong!

What you're looking for is an unengineered type 6 with a full load, so you can shift weight and really lean into those turns!
 
Combat! Where! Squirrel!!!!

Your question is best answered by Morbad's reply. Morbad is, imo, one of the finest theory crafters in game. Morbad needs to be added to Engineers. Don't allow him to specify the unlock tho. It would undoubtedly be iron man. "Verisimilitude", you see.

However, I have to put in a plug for my beloved FDL.
I have 5 fully engineered pvp FDLs and 6 storage fdls.

When flown expertly, FA off with thermal conduit plasma accelerators and rails the thing is a MONSTER.

Unfortunately, it is not easy to master the meta FDL. Which is why many disparage it. :(

The plasma ram with corrosive is the most orgasmic and addictive experience in game for me. Its some of the most damage a single player can do.

I'm getting excited just thinking about ramming!

CHONK. THUNK!

:)

[Edit] I have learned something from flying the Chieftain though. The Chief has great pitch which made me realize that I was relying on the laterals on the FDL too much and not using pitch on the FDL to full advantage.
 
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From early on in the game I took a couple of "rational" decisions. One was that I found it so much easier to learn flying FAon that I wouldn't bother too much about FAoff. Today I can fly both, but I still prefer FAon. Likewise, I thought that gimballed weapons would, all in all, be an advantage for me, because I simply can't keep my target in the crosshair enough of the time. Using gimballed makes the crosshair "a lot bigger" so to speak. For me, it's all about how much damage I'm able to deliver in a given amount of time. If I land 5 shots out of 5 using gimballed, then it is more efficient than landing 3 out of 5 with fixed. Even considering the reduced dps of gimballed.

You might be a totally different pilot with different style and skills than me, so try the frags using both types (gimballed/fixed) before you start engineering. Try and see what works best for you in practice. You cannot judge that from numbers alone. You are definitely right that once you're close enough with every shot fired, fixed has more dps, but the question is if you're good enough to do that. I have a several thousand hours in the game, and I'm not good enough, but you might very well be :)
legend, thank you so much for all this help, that makes a lot of sense. I am not at all ready for fixed then by the sounds of it hahaha, but its good to know this build has a potential step up if I do ever get good enough to use them effectively. Perfect answer once again, thank you. Could never have done this on my own, without 100's of hours of experimentation i guess, so honestly, thank you so much!
 
Yeah basically I'm the same... when there's a weapon that's available in gimballed, I take it in gimballed. The problem is just that there are quite a few very interesting weapons that are only available in Fixed. Rails, Plasmas and Pacifiers (and all other Powerplay weapons). So if you want to benefit from the perks of these weapons, you have to practise Fixed at some point. ;) But some ships are better for those than others, anyway.
 
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