The Bounty Hunting & Bounties tips, and general discussion thread

Vulture bounty hunt / combat fit question.

Hi all, i currently use a vulture for my bounty hunting / combat in the game, i run a c3 pulse and a c3 frag, but whilst it does work, it does seem slow, the frag cannon doesnt seem to do enough damage to be effective, ive tried running dual pulse but i find thats slightly boring, and stuill kind of slow, has anyone got any fits they can reccomend that are pretty good at quick kills?.

Also where do i go from the vulture, do i get a python a FDL or a anaconda?
Thanks.
 
Can't help really, 2*pulse works for me. I've never used frag cannons.

I'm personally saving up for a python... I could get it now if I sold all my stored ships (which I'm not going to do).

What are you trying to do, PvE or PvP?
 
Can't help really, 2*pulse works for me. I've never used frag cannons.

I'm personally saving up for a python... I could get it now if I sold all my stored ships (which I'm not going to do).

What are you trying to do, PvE or PvP?

If im honest i only tend to play solo/group games, so nothing to do with pvp at the moment.
 
Originally I had C3 Beam and C3 cannon - both gimballed - on my Vulture. Found nothing that could match it, beam took down shields quickly, cannon destroyed hulls with upmost ease. In fact it kind of got boring so I switched to duel gimballed pulses (3E's) just for the slight increase in challenge.
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As for upgrading, can't help you, in no real hurry to move away from the Vulture. I find I am easily killing the bigger ships so why get one. If I decide to stop BH, might get a python for the cargo runs but that is about it.
 
Well, twin C3 fixed beams will be the maximum damage potential, but they eat capacitor so fast you'll wonder if they do any damage at all.

If you run gimballed weapons, the C3 pulse are the best fit for the Vulture; it allows for heavy shields and thus... longevity. The Vulture's hull, particularly its canopy is fragile.

The burst lasers do a 'bit' more damage but use a lot more power, and the beams as mentioned eat WEP cap for breakfast.

Hull?
In RES and CZ sites, you should be aiming for powerplants on aything but the smallest ships (Cobra and smaller).
For Asp and larger opponents, the powerplant is the weakest point; something the dual pulse are very good at over bursts and beams (pulses seem to do most component damage of any of the lasers).
 
Well, twin C3 fixed beams will be the maximum damage potential, but they eat capacitor so fast you'll wonder if they do any damage at all.

If you run gimballed weapons, the C3 pulse are the best fit for the Vulture; it allows for heavy shields and thus... longevity. The Vulture's hull, particularly its canopy is fragile.

The burst lasers do a 'bit' more damage but use a lot more power, and the beams as mentioned eat WEP cap for breakfast.

Hull?
In RES and CZ sites, you should be aiming for powerplants on aything but the smallest ships (Cobra and smaller).
For Asp and larger opponents, the powerplant is the weakest point; something the dual pulse are very good at over bursts and beams (pulses seem to do most component damage of any of the lasers).

Which is why I wish they would release Large multi-cannons.
 
Which is why I wish they would release Large multi-cannons.
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I think everyone who flies a ship with Class 3 hardpoints would want large multi-cannons. But I don't think the same players would want others ships, i.e. their targets, to have them. We all kind of realise they would be overpowered and everyone would be using them.
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I have to admit I am kind of impressed with FD on their weapons, there isn't really an OP weapon of choice that everyone uses and is a guaranteed inta-kill. It doesn't really matter how you outfit your ship, it is the ability to use those chosen weapons correctly that define the quality of the player, not what he managed to install on his ship.
 
Two large gimballed pulses is the most efficient as far as time it takes to kill targets, and power consumption with the weapon capacitor.
 
Dual C3 pulse does it for me.
I avoid weapons that need ammo so I can spend more time in a RES cleaning out the trash.

I do the same in RES', ammo = time off target + instance reset! For CZ's however, when my Python runs outta Multi-cannon ammo, time to go rearm, repair, and get paid!
 
Dual C3 pulse does it for me.
I avoid weapons that need ammo so I can spend more time in a RES cleaning out the trash.

exactly what this person said.

Though, I like switching to a fixed beam and gimballed cannon just to work on my aim sometimes, if my joystick isn't tweaking out.

Where to go after vulture? You could stay in the Vulture as long as you like, because it can be very much an 'end-game' ship. I've talked a lot of trash about the FDL, but I recently tried it out again and it isn't as bad as I initially thought. It might be 80-90 mil to kit out fully, so this potentially could be your next step.

A combat Python will run you in the 160 mil range. I love the Python but something seems off about it's maneuverability lately.
 
Dual C3 pulse here. I saved up for a Python to use as an armed trader which is great but I keep the Vulture for bounty hunting, especially good after I added an FSD interdictor. I also had an Eagle, a Cobra and an Asp but I sold the first two as I found I never used them any more.
 
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I like the gimballed beam and cannon combo myself. Ammo is 100 for the cannon and proper use doesn't reduce the ammo too quickly - you only use it on the big ships and only when the shields are down and only when you are on target. It seems to me to be about the right amount actually because by the time the ammo is out you may be a little bit damaged and anyway you want to get back every now and then to claim the vouchers - remember, if you die you lose your unclaimed vouchers. So running out of ammo is like a timer - when the ammo is gone it is time to R&R for a bit.
 
I like the gimballed beam and cannon combo myself. Ammo is 100 for the cannon and proper use doesn't reduce the ammo too quickly - you only use it on the big ships and only when the shields are down and only when you are on target. It seems to me to be about the right amount actually because by the time the ammo is out you may be a little bit damaged and anyway you want to get back every now and then to claim the vouchers - remember, if you die you lose your unclaimed vouchers. So running out of ammo is like a timer - when the ammo is gone it is time to R&R for a bit.
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Rep required - that is exactly how I use to play with the Beam/Cannon setup. My trigger for heading back to the station was either less the 60% hull damage or out of ammo for the cannon. I found by the time the latter had occurred I was due for a smoke/toilet/drink break anyway.
 
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Do station automatically destroy your ship if you have a bounty

Might be a stupid question, I've got a good 400k bounty I want to make bank on in a system where I'm Wanted for 5 or 6k. The system has no outposts, I'm wondering if it's worth risking trying to enter one of the stations. Do they automatically fire on your ship if you get scanned with a bounty? Thought it would be safer to ask and skip an expensive insurance claim
 
Yes, IF they scan you. You might make it in w/o a scan, though. You could also buy a Sidewinder at a neighboring system to lower the risk of incurring a big insurance claim if blown up.
 
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