Engineers Opinions on Vulture Engineering idea?

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
 
Powerplant; overcharged? yes but try and keep it to G1 - G2 or you'll start getting heat issues with energy weapons during combat a multi rolled G1 can yield surprising results.
Thrusters; I use 5Cs as G5 DDT on 5As can be kinda twitchy and make using fixed weapons hard work so 5C + G5 DDT (saves a lot of power) or 5A + G3 DDT (similar performance but uses more power but no Palin!)
Shield Boosters; Again for power saving I use 1 kinetic G5 and 1 thermal G5 (this also results in a balanced spread of resistances)
FSD; G5 increased range if possible
PD; G5 charge enhanced if possible
HRP; heavy duty, the Vulture has excellent thrusters so the additional mass wont impact the performance that much

Beam lasers; G5 efficient are quite effective but do drain the PD fairly quickly, thermal vent i've never tried but most experimental effects come at a cost https://forums.frontier.co.uk/showt...ects-of-weapon-special-effects-complete-table
Pulse; G5 rapid fire are still my favourite the jitter and heat issues aren't that big a deal and they do pack a punch
Bi-weave shield; yeas, with G5 thermal mod if possible
Mil grade armour or reactive armour with heavy duty G5, it does increase mass but the Vulture hasn't the power to run mega shields so sometimes they will fail........

https://coriolis.edcd.io/outfit/vul...AOEEYBsICmBDA5gG2SeF9A===&bn=Vulture F (EDMC)

https://coriolis.edcd.io/outfit/vul...WaEjtdNI5B/YKjmrvQEAAA==&bn=Vulture 5A (EDMC)
 
Powerplant; overcharged? yes but try and keep it to G1 - G2 or you'll start getting heat issues with energy weapons during combat a multi rolled G1 can yield surprising results.
Thrusters; I use 5Cs as G5 DDT on 5As can be kinda twitchy and make using fixed weapons hard work so 5C + G5 DDT (saves a lot of power) or 5A + G3 DDT (similar performance but uses more power but no Palin!)
Shield Boosters; Again for power saving I use 1 kinetic G5 and 1 thermal G5 (this also results in a balanced spread of resistances)
FSD; G5 increased range if possible
PD; G5 charge enhanced if possible
HRP; heavy duty, the Vulture has excellent thrusters so the additional mass wont impact the performance that much

Beam lasers; G5 efficient are quite effective but do drain the PD fairly quickly, thermal vent i've never tried but most experimental effects come at a cost https://forums.frontier.co.uk/showt...ects-of-weapon-special-effects-complete-table
Pulse; G5 rapid fire are still my favourite the jitter and heat issues aren't that big a deal and they do pack a punch
Bi-weave shield; yeas, with G5 thermal mod if possible
Mil grade armour or reactive armour with heavy duty G5, it does increase mass but the Vulture hasn't the power to run mega shields so sometimes they will fail........

https://coriolis.edcd.io/outfit/vul...AOEEYBsICmBDA5gG2SeF9A===&bn=Vulture F (EDMC)

https://coriolis.edcd.io/outfit/vul...WaEjtdNI5B/YKjmrvQEAAA==&bn=Vulture 5A (EDMC)

Thanks for the input!

In regards to the PP, from what I've read the thermal vent mod keeps your weapons from raising temps at all (as long as I don't miss!), so I think I may be good with higher than a G1/G2. Although in practice I may find out I'm wrong and stick with a lower G rating.

I think I'll def just do 5A thrusters with G3 because not trying to unlock Palin haha good call.

FSD/PD are straightforward.

I thought the HRP/Armor being heavy would hurt the handling.. but I can definitely test that one out and change it to lightweight if I'm not happy with the results.


One last question though.. assuming I'm able to crank up the PP to G4 or G5 without heat issues.. would you say the Heavy Duty Shield Boosters is better than the resistance? If it's possible?

Thanks again!
 
I have had great successes with my Vulture in High Res's and CZ's. https://eddp.co/u/RsoHRfsa

G5 Dirty Drives and G5 Overcharged PP. G5 Reinforced Shields and HD Shield Boosters. I also use Efficient Pulse Lasers which may not have the greatest punch but I can fire all day while easily staying on target with the Vultures maneuverability and speed.

It works for me but YMMV.
 
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Try swapping between stock bulkheads and mil comp in Coriolis, with 5A G3 thrusters there's no change in agility (probably because the thruster optimal mass is almost twice the all up mass), TBH heat damage usually isn't that big a deal so you could push it a bit and see if the damage level is acceptable,

There's no point in having an OC power plant with 80% usage you want to be nearer 100% as you'll get heat from the OC and unused power as well, build everything you want in the ship then sort out the power requirements.

Reinforced 5A shields and HD boosters is the other approach and with G5 mods shield strength would exceed 1000 MJ but recovery and recharge times are significant, I reckon there's no right or wrong builds for each ship just one that suits your combat style for me it's the bi-weave resistance approach if you've got some spare cash try both and go with what you like best
 
Too detailed. I go with beams on a Vulture and with some mild engineering they can fire all day without overheating. The Vulture is fast, maneuverable and a pain in the butt for slower ships. A commander who knows his Vulture can take out any PvE enemy in the game. Bigger ships with larger weapons willl do it faster but again a good pilot in a Vulture can easily take out any PvE opponent. It actually gets boring looking for a challenge.
 
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PvE or PvP?

This is my Vulture, "Riding Shotgun". I use it for PvP with decent success ratio, although I'm considering a version with Prismatic Shields, but I don't think I can cut it - the Power Plant is way too limited as it is.
 
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I have G5 Efficient Beams w/vent ... the distributor drain isn't a big deal. Keeper...

I tried Rapid Fire Pulse but they were lame... way too hot.

I tried Overcharged MC but they tend to miss the damn target too often and run out of ammo too quick.

I tried Rapid Fire PA's but they are too hot and you have to constantly put yourself in the enemy's line of fire in order to line up a shot... not worth it.
 
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.
 
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Hull Reinforcement Package: Lightweight
nonono. just look at what youre giving up, if you choose lightweight vs heavy duty
10a0Kvu.jpg
so much armour, so much resistances wasted. and gain what? 3t or less to mass. sheesh.. hd hrp all the way
if you really need to get mass down, just use res.augmented booster instead of heavy duty
or you can go lightweight with reactive bulkheads and add one thermal hrp to balance resistances

my vulture runs on 23+mw, g5 overcharged pp. thermal vent keeps everything under control. at one time i even had incendiary frags as second weapon. this combo could trigger overheating alarm (still was usable), but since ive changed to corrosive frags - no problems with heat.
one thing that makes her to overheat is rapid charge scb (took a roll that gave lots of extra mj, but thermal load exceeded max mark by a lot too), but mine is meant to burn anyway, hehe
[video=youtube;frxmF1194_4]https://www.youtube.com/watch?v=frxmF1194_4[/video]
 
One last question though.. assuming I'm able to crank up the PP to G4 or G5 without heat issues.. would you say the Heavy Duty Shield Boosters is better than the resistance? If it's possible?
If you are going with heavy duty, the recharge of the bi-weaves will be wasted. I think you are better off with good resistance.

But consider a SCB instead of the HRP. Or even module reinforcement. The drives go down pretty easily on a Vulture once you lose the shields, then you are a sitting duck.
 
I would love to see a vulture mk2 with an additional medium hardpoint so I could add a missile launcher.

Still experimenting with my vulture. Regarding the power plant, I went for a G1 low emission plant and make sure you get it with a power secondary upgrade. Shouldn't be long before you get one. I know have all the power I need for my Vulture, especially if you are using efficient mods.
 
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.

This is the only point I somewhat disagree on. I am hitting 518 m/s with reactive armor(thermal g5) and a full suite of 1xMRP/3xHRP and an SCB, but I use undersized HRPs rolled with high resists just to get my armor effectiveness up, whatever hull reinforcement I get is a bonus and any weight gained from the HD mod is negligible since they start out at 1-2t. All in all I am quite happy with my build. I run a TLB PA and a G5 Efficient Beam, I am considering trying a G5 Long Range Burst with Phase Sequence since the PA hits through shields I'm thinking it could be like a more accuracy focused version of RF Phase Sequence Pulses. Full build below. According to Coriolis, at 1,000m I'd last against an a-rated python (3 large pulse 2 med mc) - 3:34 on shields with 2 pips in Sys, and 1:52 on armor

Build 1 - https://eddp.co/u/xNHYtQql

Or I run Lightweight HD (since X%*0=0 so free armor), which gets me to 525 m/s with 943 integrity @ 377t, further ditching the HRP/MRPs only gets me 527 m/s, but cuts my hull integrity in half, loses my positive resists across the board, and leaves me open to phasing sequence builds.

Build 2 - https://eddp.co/u/6TLCGYt1
 
OP needs to specify pvp or pve... this back and forth crap is just making information disjointed and largely pointless.

If your doing pvp, a fun little build I call my Mulcher:
G5 DD, 2 chaff, G5 HD shield booster, G5 Thermal resist booster, G1 Overcharged PP (rolled until I hit 12% power and <4 heat efficiency), 2 doubleshot frags (with a wing I run 2 incendiary, solo one and one corrosive), G5 Charge enhanced distributor, G5 thermal resist prismatic, reactive armor G5 heavy duty, and all armor packages with heavy duty.
You may be thinking this is too heavy, but only my jump range is hurt. 2300 hull armor and 800 shields with good resist keeps me alive for a long damn time and with the thrusters being dirty drives, I'm still over 300T UNDER optimal mass.
Don't be afraid to armor it up. Optimal mass is so insanely high on those class 5 thrusters that I don't think you can ever reach it. You lose a little speed (all that weight and I still hit 500m/s) but its barely noticable.
In the end, no matter what you do, you still have the most off 2 cycle murder bot in space.
 
OP needs to specify pvp or pve... this back and forth crap is just making information disjointed and largely pointless.

If your doing pvp, a fun little build I call my Mulcher:
G5 DD, 2 chaff, G5 HD shield booster, G5 Thermal resist booster, G1 Overcharged PP (rolled until I hit 12% power and <4 heat efficiency), 2 doubleshot frags (with a wing I run 2 incendiary, solo one and one corrosive), G5 Charge enhanced distributor, G5 thermal resist prismatic, reactive armor G5 heavy duty, and all armor packages with heavy duty.
You may be thinking this is too heavy, but only my jump range is hurt. 2300 hull armor and 800 shields with good resist keeps me alive for a long damn time and with the thrusters being dirty drives, I'm still over 300T UNDER optimal mass.
Don't be afraid to armor it up. Optimal mass is so insanely high on those class 5 thrusters that I don't think you can ever reach it. You lose a little speed (all that weight and I still hit 500m/s) but its barely noticable.
In the end, no matter what you do, you still have the most off 2 cycle murder bot in space.

That sounds like a fun build. I wish builds like this worked for PVE (even like with mediocre efficiency) also, just because they make combat a lot more fun and entertaining. I call my build above Homewrecker, originally it was an underminer ship so it had a scoop and an interdictor, no SCB but I didn't really need it. I ran plasma slug on the PA so I wouldn't need to dock to rearm in hostile territory or leave system. It worked and was quite a bit of fun. Now I use more efficient ships for PVE, and the Vulture is like my testcraft for min/max with a reasonably cheap rebuy.
 
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