Ship Builds & Load Outs My Vulture... Any suggestions / advice?

This is my outfitted Vulture.

http://www.edshipyard.com/#/L=60N,4zh4zh0_g0_q,316Q6u6Q5A7_6u5A,7Su15O12G10i4wE

Would love to get C3 Gimballed PULSE (haven't yet found them).
Already have FSD and Fuel scoop on lower priority and getting better thrusters would push me 'over the edge' vis a vis the Power.
Improving the Thrusters to D5 and/or Shield Generator to 'A' is why I have been looking for C3 gimballed Pulse Lasers... I've been told they draw less on Power than Beams....no luck yet.
Any suggestions / advice to improve my outfitting? Much appreciated.
 
Try Kausan/Lyulka Ring or CD-51 102/Mcdermott Port. I bought my G3 Gimballed Pulse Lasers for my A-grade Vulture (C3 gimballed Pulse do not exist). I also did found the G3 Pulse Lasers do not overheat, while C3 pulse lasers do overheat.
 
Try Kausan/Lyulka Ring or CD-51 102/Mcdermott Port. I bought my G3 Gimballed Pulse Lasers for my A-grade Vulture (C3 gimballed Pulse do not exist). I also did found the G3 Pulse Lasers do not overheat, while C3 pulse lasers do overheat.

Awesome...Many, many thanks.:D
 
With the Vultures agility why use gimbaled weapons?
The only serious NPC threats are top end Anacondas with turrets as it will take a bit of effort to keep in their blind spot or wings of smaller ships, after all even the Vult can only shoot them one at a time ;)
I usually try and build my ships as light as possible, if you add armor and hull re-enforcement you'll need better thrusters to keep the same agility and more power to drive them, fairly soon you run into power and heat issues, try a lower end build and see how it goes you can always add to it later.
 
With the Vultures agility why use gimbaled weapons?
The only serious NPC threats are top end Anacondas with turrets as it will take a bit of effort to keep in their blind spot or wings of smaller ships, after all even the Vult can only shoot them one at a time ;)
I usually try and build my ships as light as possible, if you add armor and hull re-enforcement you'll need better thrusters to keep the same agility and more power to drive them, fairly soon you run into power and heat issues, try a lower end build and see how it goes you can always add to it later.

Yes...I'm beginning to understand the 'folly' of Hull Reinforcement packages.
I think I'll hang onto the Military Grade composite Hull...been griefed a little to often ...unless someone tells me that the most important defence is the Shields and Military armour etc is more of a hindrance than help.
Another module I am having trouble understanding is Shield Banks...do they need to be activated like weapon modules...are they better than Shield Boosters.....? Should they be given Priority 1 ?
So many questions..... Ther more I know it seems the less I know * sigh *
 
up the second booster to an A, up the shield gen to an A, set ur cargo hatch and fuel scoop to a 5 priority and when u pop ur weps out it will give u 99% power usage http://www.edshipyard.com/#/L=60N,4zh4zh0_g0_g,316Q8S6Q5A7_6u5A,7Sk15O12G10i4wE

As for shield cell banks, yes u need to assign a hotkey to them (not sure if it already is by default) costs to "reload" them at stations them and need power to be able to use them

This is what im currently running, plan on upgrading the burst to beams when i come across them.The BDS is still in cause of late ive jumped to a lot of systems ive not been to.Also with limited fuel its important to check ur route for scoopable stars on the way. http://www.edshipyard.com/#/L=60N,5Dd5Dd0_g3we,2-6Q8S6Q5K7_6u5A,7Sk07203w4wE2Uc
 
I am enjoying my Vulture too

http://www.edshipyard.com/#/L=60N,5TP5TPmpT0_g0_g0-8,2-6Q8S6Q5K7_6u5A,7Sk4-O

[Vulture]
L: 3E/G Pulse Laser
L: 3E/G Pulse Laser
U: 0A Shield Booster
U: 0A Shield Booster
U: 0D Shield Booster
BH: 1I Lightweight Alloy
RB: 4A Power Plant
TM: 5D Thrusters
FH: 4A Frame Shift Drive
EC: 3D Life Support
PC: 5A Power Distributor
SS: 4D Sensors
FS: 3C Fuel Tank (Capacity: 8)
5: 5A Shield Generator
4: 4D Fuel Scoop
---
Shield: 580.10 MJ
Power : 14.04 MW retracted (90%) 15.88 MW deployed (102%) 15.60 MW available
Cargo : 0 T
Fuel : 8 T
Mass : 323.0 T empty ~ 331.0 T full
Range : 17.49 LY unladen 17.49 LY laden
Price : 15,400,587 CR
Re-Buy: 577, 552 CR @ 96.25% insurance (shinrarta ~ 518,910 CR)

I set power priorities FSD at 2, cargo hatch and fuel scoop disabled and rest at 1 which leaves me at 95%. Made 2.3 mil last night once a got a good res instance in hardly no time and took ) hull damage, had to go to the station at one point due to FF though lol
 
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I'm running this...
[Vulture]
L: 3E/G Burst Laser
L: 3C/G Beam Laser
U: 0C Kill Warrant Scanner
U: 0I Point Defence
U: 0D Shield Booster

BH: 1I Lightweight Alloy
RB: 4A Power Plant
TM: 5A Thrusters
FH: 4C Frame Shift Drive
EC: 3A Life Support
PC: 5A Power Distributor
SS: 4C Sensors
FS: 3C Fuel Tank (Capacity: 8)

5: 5C Shield Generator
4: 3E Cargo Rack (Capacity: 8)
1: 1E Basic Discovery Scanner

Just made 2.8million in an hour and ten minutes
 
Many thanks for all the replies. Much appreciated.
Finally found excellent outfitting at CD-34 9020 / Back Enterprise in the Lave region.
I now have choices......

http://www.edshipyard.com/#/L=60N,4zh7Px0_g0_g,316Q8S6Q5A7_6u5A,7Su15O12G10i4wE

or

http://www.edshipyard.com/#/L=60N,5TP5TP0_g0_g,316Q8S6Q5A7_6u5A,7Su15O12G10i4wE

Any additional comments welcomed. Fly safe........



Your second choice is similar to mine --> LINK!

The 2x A-rated shield boosters are worth the cost in power. I was using a A-1 shield cell bank before I swapped it out for the interdictor. Being class 1 it didn't really do much for a class 5 shield.

The class 4 hull reinforcement upgrade (+120AP) puts my ship on par with a Clipper.

I keep the 2t cargohold purely for the quick-buck opportunity and to lure pirates into scanning me.

Oh, and I never fly without a fuel scoop.
 
Your second choice is similar to mine --> LINK!

The 2x A-rated shield boosters are worth the cost in power. I was using a A-1 shield cell bank before I swapped it out for the interdictor. Being class 1 it didn't really do much for a class 5 shield.

The class 4 hull reinforcement upgrade (+120AP) puts my ship on par with a Clipper.

I keep the 2t cargohold purely for the quick-buck opportunity and to lure pirates into scanning me.

Oh, and I never fly without a fuel scoop.


This is on my Asp, not a vulture, but point is still valid...yeah, the doubled up shield boosters make a huge difference in durability. I have a lot more staying power now.
 
I don't know my loadout off the top of my head and I'm not in game to check, but I'm running mine at 110%, and I've had it up to 112%.
This is with priorities set so that you remain under the maximum when you have deployed HPs, correct?

I don't quite understand the concept of "you can go over 100%" otherwise. You're not technically using 110%, you're using 100% or less with things like the FSD and FS moved to P3 or P4. Or am I missing something?

- - - Updated - - -

This is on my Asp, not a vulture, but point is still valid...yeah, the doubled up shield boosters make a huge difference in durability. I have a lot more staying power now.

I have 3 A0 boosters and 4 cell banks (lol). I leave the cell banks powered off unless I need them (not even on a priority). I toggle between my weapons/sensors and cell banks to get back up again, then I switch back over (while in hiding of course) and resume the fight. I don't play open though, so that probably wouldn't work there.
 
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