Ship Builds & Load Outs No more 3E/G Pulse Laser Vultures Please!

Hello all, new pilot here!

All I seem to be able to find with Google about Vulture outfits are ones using 3E/G Pulse Lasers. I have these on my Vulture currently and let me tell you, going through the hull on any decent sized ship is PAINFULLY slow. My old Vulture Mk III with 2x 1E/G beam lasers and 2x 2F/G multi-cannons seemed to take out even the larger ships quicker than my Vulture currently does. My goal here is to build something that will hopefully chew up hull a little quicker while not requiring full manual aim. This Vulture fit has to be able to do bounties and war zones (PVE).

Weapons tried so far:
  • 3C/G Cannon - low ammo and doesn't hit targets very well, low power requirement
  • 3E/G Pulse Lasers - consistent (but painfully low against hull) DPS, low power requirement

Admittedly the Pulse lasers are fine for taking out little ships' hull, but I could already do that with my old Viper Mk III. So here is my attempt to build a Vulture that will hopefully take out big ships more efficiently.

http://coriolis.io/outfit/vulture/2...a2b012j2h.Iw19kA==.EwBj4hGCVI==?bn=Vultron V3

Some key notes about this build:
  • D rated thrusters and sensors
  • A rated PP, PD, and FSD
  • 5A shields + 0A shield booster = 465 shields
  • Military bulkheads + 4D hull reinforcement = 890 armor (decent amount of time to run away if shields pop)
  • Dual 3C/G beam lasers

Fuel scoop and cargo hatch are on priority 3 and the KWS on priority 2. My hope here is that the 5A power distributor will be able to maintain the beam lasers for a decent amount of time (say 5-10 seconds?). Also I hear that beam lasers work better on hull than pulse lasers (is that correct?). Still working out the best keys near WASD for subsystem target changing.

Anyone have any thoughts or suggestions? Are beam lasers simply not the way to go with the Vulture? Do I have to install a manual aim (and expensive) weapon such as the plasma accelerator or go back to using a 3C/G cannon that seems to rarely hit anything?

Any input would be much appreciated!
 
Beams will empty the weapon cap pretty quick as they pull almost twice the power that pulse do so you have I'd guess much less than 10 seconds of firing time, also beams do less hull damage than pulse (better against shields) so killing the hull will take even longer.

Cheaper with slightly better shields

http://coriolis.io/outfit/vulture/2...2o242h.AwRj4zyA.AwiMIy1cg===?bn=Vulture basic

Personally I use dual fixed pulse but I've heard that beam + cannon is effective or possibly an Advanced plasma accelerator beam mix

http://coriolis.io/outfit/vulture/2...2o242h.AwRj4zyA.AwiMIy1cg===?bn=Vulture basic
 
So I bought a 3B/F Plasma Accelerator because it is one of the weapons I haven't tried yet. I have to say, the manual aim isn't as bad as I remember it from my old FreeWinder days. It has the added advantage of doing massive damage as well. So I ground up a few million in bounties and am now fitted with the 3B/F Plasma Accelerator and a 3C/G Beam Laser. Haven't had a chance to try it with the Beam Laser yet because I was tired and went to bed. Here is to hoping that the Vulture can at least maintain 1 Beam Laser.

Thanks for the reply Ceekay!
 
Here is what I am currently aiming for:

http://coriolis.io/outfit/vulture/2...a2b012n2h.Iw19kA==.EwBj-BGC1I==?bn=Vultron V4

I will need to do some rep grinding if I want that Advanced PA. As you mentioned John Casey, I had to sacrifice a little shield. It's not too bad though as I only went from a 0A to 0C Shield Booster.

I seem to get a little more shield out of this build than the one you posted Ceekay (511 vs 475). I am guessing that the better grade Shield Generator + 32% booster offers a little more than the 40% from boosters on a C generator.
 
Hello all, new pilot here!

All I seem to be able to find with Google about Vulture outfits are ones using 3E/G Pulse Lasers. I have these on my Vulture currently and let me tell you, going through the hull on any decent sized ship is PAINFULLY slow. My old Vulture Mk III with 2x 1E/G beam lasers and 2x 2F/G multi-cannons seemed to take out even the larger ships quicker than my Vulture currently does. My goal here is to build something that will hopefully chew up hull a little quicker while not requiring full manual aim. This Vulture fit has to be able to do bounties and war zones (PVE).

Weapons tried so far:
  • 3C/G Cannon - low ammo and doesn't hit targets very well, low power requirement
  • 3E/G Pulse Lasers - consistent (but painfully low against hull) DPS, low power requirement

Admittedly the Pulse lasers are fine for taking out little ships' hull, but I could already do that with my old Viper Mk III. So here is my attempt to build a Vulture that will hopefully take out big ships more efficiently.

http://coriolis.io/outfit/vulture/2...a2b012j2h.Iw19kA==.EwBj4hGCVI==?bn=Vultron V3

Some key notes about this build:
  • D rated thrusters and sensors
  • A rated PP, PD, and FSD
  • 5A shields + 0A shield booster = 465 shields
  • Military bulkheads + 4D hull reinforcement = 890 armor (decent amount of time to run away if shields pop)
  • Dual 3C/G beam lasers

Fuel scoop and cargo hatch are on priority 3 and the KWS on priority 2. My hope here is that the 5A power distributor will be able to maintain the beam lasers for a decent amount of time (say 5-10 seconds?). Also I hear that beam lasers work better on hull than pulse lasers (is that correct?). Still working out the best keys near WASD for subsystem target changing.

Anyone have any thoughts or suggestions? Are beam lasers simply not the way to go with the Vulture? Do I have to install a manual aim (and expensive) weapon such as the plasma accelerator or go back to using a 3C/G cannon that seems to rarely hit anything?

Any input would be much appreciated!

I tried a bunch of different builds in haz res and CZ:

Dual pulses - good against shields, weak at finishing big ships, especially since 1.4 made killing power plants not kill the ship.

1 beam and 1 cannon - probably the best consistent credits per hour.

1 beam and 1 frag - quickest kill. Beam from 3km out, frag at 300m once the shield has gone. C3 fixed frag eats big ship hulls. Reload after 10-20 mins though.

1 fixed beam and 1 gimballed, bound to different triggers. Use 1 90% of the time, pick depending on enemy chaff. Fire both up close for mad DPS.

Plasma accelerators don't work that well - the Vulture can use fixed weapons, but with only 2 mounts it can't really afford to waiting to charge half its weapons most of the time.
 
I go fixed pulse and a plasma on mine, it works pretty well. If you prefer beams, I'd probably swap from the plasma to a fixed cannon, as two fixed power sucking weapons would be a pain. With a little bit of practice, fixed projectile weapons are far easier to hit with than gimballed ones, it's worth learning to use them.
 
Beam and cannon is probably the best combination. Use the cannon to take out powerplants of larger ships.
 
I really like the pulse+frag. Only issue is ammo. Getting close is easy and lining the shot up for max damage since the vulture is so maneuverable.

I good trigger pull on smaller ships from the frag kills them in 1 pass.
 
I would run a Gimballed Beam and a PAC. http://coriolis.io/outfit/vulture/04A5C4A3D5A4A3C0v2b0000--4a026b--.Iw19kA==.IwBj4zRI?bn=Vult

I would avoid the APAC with the Vulture as its power distributor won't support the ROF very well. With a normal PAC you can do some pretty reliable damage versus shields and hull (especially if you get good with it and know where ships have the least armour over their power plant. A direct hit with the large PAC can do anywhere between 45% and 85% of powerplant health, even on larger ships.
 
I like beams as they strip a sheild fast. But that is all they really do unless you target a specific part, that can cause heat damage then.
But generally i use a beam and turreted multi cannons.

on my python though i have 2x pulse 1x beam (large) and 2x med turret multi cannons..
i cannot find a decent large kinetic energy weapon. so thats the setup i go with..
i have tried the rail gun and it does good damage, its just so slow to fire after i push the button that it feels some how boring.

so hope that helps i guess..
but if you are just using thermal weapons you really have to target individual components. you do need kinetic for hull.
plasma accelerators and rail guns will do both hull and shields but i find them to slow and low on ammo.

p.s

you can just turn off the cargo hatch. it will open any way in a docking station, you just cant dump anything in space unless you turn it on.

just one last edit..

but i THINK if i was going out just killing stuff at HR or similar then i would probably turn up in something like this.
http://coriolis.io/outfit/vulture/1...72525.AwRj4zyA.IwBhrSrCg===?bn=damage vulture

being predominantly a smuggler, maybe i have the wrong idea about this stuff..
but to me that is the best balance of destructive force and defense i could manage to get out of that vulture thing with the limited power plant it has.

(you can change to fixed mountings on the guns if you prefer that, Doing that would let you have 10% more shield boost. or the same 20% sheild boost and a d class KWS) "its the better option of you are confident with fixed weapons" (dps is the same though due to fire rates)
 
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1 fixed burst, 1 PA. Done.

Gimballed pulse are a dumb idea, the distributor is too weak to support that on a vulture. People just don't know how to shoot, so they use that.
 
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I have been using a GBL and FPA for a while now and it seems to work fairly well. I do overheat from time to time but simply waiting a few seconds solves this problem. I found that the cannon was simply too low damage just like dual PL. I may try the FPL at some point to see how that works out, because it is annoying when a ship pops a chaff and the gimbal goes useless. Last thing I need to buy on my boat is the armor (4 million credits is a little steep). I really enjoyed the multi-cannons on my previous ship but there is no class 3 equivalent so they probably aren't a good idea when you only have 2 class 3 hardpoints.

Current setup:
http://coriolis.io/outfit/vulture/04A5C4A3E5A4C3C0v2b050n00014b2bv62n2h.Iw19kA==.EwBj4hGDlI==

As I mentioned, still saving for the better bulkheads. Threw the lander hanger in there to try out some new stuff in Horizons. Basically I am keeping the 2 IC as a utility slot.
 
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