Greetings Commanders,
I've read a ton of threads about Vulture engineering options and wanted to lay out my plan and get some feedback before starting to farm all the resources I need and start RNG'ing.
Powerplant: Overcharged
Thrusters: Dirty Drives
Shield Boosters: Mix of resistance and heavy duty
FSD: Higher range
Power Distributor: Charge Enhanced
Hull Reinforcement Package: Lightweight
Then I'm on the fence about these:
Beam Lasers: Efficient (with Thermal Vent?)
Bi-weave Shield Generator: Thermal resistant?
Military Grade Armor: Lightweight?
What are your thoughts on the first section (which I'm pretty confident about) and the second list which I'm still trying to iron out my plan for?
Thanks!
CMDR Rhatigan
First part yep, you're pretty much bob-on there - if you do all that, you'll not be disappointed with the result - The one bit of advice I will offer is with the overcharged mod on your power plant - don't go straight for level 5 like you do with everything else; that heat efficiency penalty
really hurts, so you have to minimise it - this is the one mod on the list that could end up ruining your ship if you get it wrong!
Make the powerplant the last module you modify, so you know your exact power requirement, then go for the lowest grade roll you can - the idea being you're rolling for the lowest power bonus to *just* get what you need, coupled with the smallest heat penalty possible.
With grade 1 Overcharged, it is rare, but possible, to get a small bonus to heat efficiency as your penalty (reverse also true for Low Emissions, incidentally).
Second part:
1) Beam lasers; I say do what you like with these - the Vulture is a really verastile platform, I have a very similar base fitting with pulse, burst, plasma, multicannon and (Force Shell) Cannon fit-out - they all work, some are more efficient at killing stuff, others are just a giggle, so start with whatever you fancy, you can change it up later if you like, no problem.
2) Yep, Thermal resistamnt Bi Weaves with the shield boosters you described will give you a solid shield - Protip, you can get around a 10%regen rate bonus as a secondary - if you save up thirty G5 rolls, that should be enough to get you a very strong shield with a very fast regen, since the bonus is on top of the Bi-Weave's built-in regen rate bonus.
3)Up to you - personally I want the manoevrability and the speed, so my rig is as light as I can get it, with the biggest, most modified thrusters I can stuff in there - My philosopy with designing my ship fittings is that I play to the inherent strengths of the ship, rather than wasting module slots trying to fit my way around a shortcoming. The ace up the Vulture's sleeve is the manoevrability - fit for even more of it and you'll have something more than a little special, fit for less of it and you'll still have a competent combat ship in which you can feel pretty safe, but not something that'd light my personal fire - you pays yer money, you takes yer choice.