Ship Builds & Load Outs Thoughts on Vulture Build ?

im half way to finally saving up enough for a vulture after being stuck with this cobra (not a big fan of) im needing to change up so i can more easily take out ships faster.

Here is a link to the Outfitting > http://www.edshipyard.com/#/L=60N,5TP5TP3wU0__,2-6Q8I6Q5U8I6k5A,7TM0724y6

or for people that dont want to visit here are stats

[Vulture]
L: 3E/G Pulse Laser
L: 3E/G Pulse Laser
U: 0C Kill Warrant Scanner
U: 0C Shield Booster


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


5: 5E Shield Generator
4: 4E Cargo Rack (Capacity: 16)
2: 2C Fuel Scoop
---
Shield: 331.48 MJ
Power : 10.07 MW retracted (65%)
12.71 MW deployed (81%)
15.60 MW available
Cargo : 16 T
Fuel : 8 T
Mass : 339.3 T empty
363.3 T full
Range : 16.67 LY unladen
15.94 LY laden
Price : 9,328,796 CR
Re-Buy: 466,440 CR @ 95% insurance
 
With a Vulture you really don't need gimbals try fixed, the biggest difference I noticed with the Vulture that it yaws a lot faster than other ships so you don't have to roll into turns so much, I've tried better thrusters and D grade is fine
Do you need a 4A FSD? as this looks like a RES hunting build to me ;) the cash saved by fitting a 4D FSD should go into a 5A power dist as even fixed weapons will drain the capacitors pretty quick (3 - 4 pips in weps will keep them running 30 - 40 secs)

Fit a 5D shield instead of the E as keeping mass down will help agility and jump range, a point defence turret wouldn't hurt as some NPC's do use missiles, try the build below it's got spare power so you can play around with different weapons, boosters, banks etc

http://www.edshipyard.com/#/L=60N,5TE5TE3we0__0__0mI,2-6Q8S6u5K7_6u5A,7TC0724xy
 
With a Vulture you really don't need gimbals try fixed, the biggest difference I noticed with the Vulture that it yaws a lot faster than other ships so you don't have to roll into turns so much, I've tried better thrusters and D grade is fine
Do you need a 4A FSD? as this looks like a RES hunting build to me ;) the cash saved by fitting a 4D FSD should go into a 5A power dist as even fixed weapons will drain the capacitors pretty quick (3 - 4 pips in weps will keep them running 30 - 40 secs)

Fit a 5D shield instead of the E as keeping mass down will help agility and jump range, a point defence turret wouldn't hurt as some NPC's do use missiles, try the build below it's got spare power so you can play around with different weapons, boosters, banks etc

http://www.edshipyard.com/#/L=60N,5TE5TE3we0__0__0mI,2-6Q8S6u5K7_6u5A,7TC0724xy

il need as much jump range as possible because il be jumping alot and dotting around. so i need anything above 13LY otherwise i wont use it

ive made slight adjustments > http://www.edshipyard.com/#/L=60N,5TE5TE3we0__0mI0mI,2-6Q8S6Q5U886k5A,7TC0724xy

[Vulture]
L: 3D/F Pulse Laser
L: 3D/F Pulse Laser
U: 0D Kill Warrant Scanner
U: 0C Shield Booster
U: 0I Point Defence
U: 0I Point Defence


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


5: 5D Shield Generator
4: 4E Cargo Rack (Capacity: 16)
2: 2B Fuel Scoop
---
Shield: 358.36 MJ
Power : 10.60 MW retracted (68%)
12.80 MW deployed (82%)
15.60 MW available
Cargo : 16 T
Fuel : 8 T
Mass : 328.3 T empty
352.3 T full
Range : 17.22 LY unladen
16.44 LY laden
Price : 9,243,498 CR
Re-Buy: 462,175 CR @ 95% insurance
 
Go D on the sensors and life support it'll get you another 0.5 LY range, perhaps a single point defence (all the utility mounts are on top so one should give decent top coverage) it'd give you the option for a 2nd shield booster if you need it.
 
Go D on the sensors and life support it'll get you another 0.5 LY range, perhaps a single point defence (all the utility mounts are on top so one should give decent top coverage) it'd give you the option for a 2nd shield booster if you need it.

none really changes that much.. il give the current setup a go and if i feel it needs an extra shield booster il whack one on and see how it does
 
What you got is plenty powerful for Res hunting only multiple wings and top end conda's will trouble you but as always keep some cash for insurance, half a mil in your case after all we wouldn't want another "I lost my Vulture/Clipper...... and now I'm in a Sidey!" thread ;)

TBH you can earn good money in a Viper at RES's, you just need to take a little care picking your target's and know when to bug out, I've tried Cobra's and Asp's for RES hunting and they both work but are bigger targets and more prone to taking damage so perhaps trade the Cobra for a Viper and go hunting.
 
What you got is plenty powerful for Res hunting only multiple wings and top end conda's will trouble you but as always keep some cash for insurance, half a mil in your case after all we wouldn't want another "I lost my Vulture/Clipper...... and now I'm in a Sidey!" thread ;)

TBH you can earn good money in a Viper at RES's, you just need to take a little care picking your target's and know when to bug out, I've tried Cobra's and Asp's for RES hunting and they both work but are bigger targets and more prone to taking damage so perhaps trade the Cobra for a Viper and go hunting.

ive lost alot of ships and all are my mistakes. i know its my fault. so why would i complain on the forums over something that was my 100% doing. im not those type of people

i earn good money in my cobra at res. tho i just dont like it that much nor the viper as well. hence why i want to push forward into a new ship and the vulture being a combat ship this will be a perfect starter. either that or i wait until the diamondback witch im intrigued by a combat explorer
 
I had a similar loadout for my vulture for a while, but then I bought C3/G beam lasers, and even though I probably don't need the gimbals, it makes it that much faster to kill large ships. I use this at a location I will keep top secret because it is one hell of a farm with clippers, dropships, pythons, and anacondas absolutely EVERYWHERE, and it let's me bring in about 4,000,000 cr per hour. I don't have shield boosters, or point defense, because the boosters would overload my powerplant, and I never encountered missiles. I also have not upgraded my FSD for power reasons, and it can still travel a decent distance.
 
Keeping max deployed power below 100% on a Vulture is actually pretty good a lot of players run at 115% and above, it works but requires proactive power management e.g. switching off shield cell banks until they're needed, cargo scoop off, FSD etc TBH I like to keep it simple.
The thing is I've been using this ship RES hunting for a few days now and it doesn't appear to have any major drawbacks, granted it'll take a bit longer to burn a Conda or a Dropship but it'll get the job done, the Vulture gets seriously power limited when you add shield boosters, SCB's, heavier shields, beam weapons etc so I thought I'd try a different approach.
 
I've been using this build for some time: http://www.edshipyard.com/#/L=60N,4zh4zh0__01Q3wU3RE,306Q8I6Q5U7_725A,7Sk7go03w9ok4wE. It is maxed out for power. If it were possible to have everything switched on, it would draw 126% power. So, in addition to using module prioritization, I use VoiceAttack to manage the module switching. For example, to use the SCB, I have to switch off one laser for 12 sec and module prioritization automatically powers on the SCB. To do this conveniently, I use a VoiceAttack macro called "Recharge" that turns off one laser, issues the SCB command, and then switches the laser back on after the shield is recharged. This allows me to recharge the shields and still stay in the fight and not take my eye off the target. Similar problem with KWS vs Cargo Scanner. I can't have them both running at the same time so I have a macros called "Cargo Scanner" and "Warrant Scanner". Most of the time, the KWS is selected. With these macros, I can quickly switch.
 
Wow that is a very ambitious build on your Vulture - power management on these ships can be hard work, but when you get it right, its a beast.

As frustrating as it can be at times, these ships teach you a lot about how to make the most of that 4A power plant.

This is my current PVE RES build - not as extreme as yours, but still requires good power and module setup skills.

http://coriolis.io/outfit/vulture/04A5D4A3D5A4C3C0v1o0406000m4c5d534u2n?bn=Vulture New

I never could get 2 C3 beams to work properly - too trigger happy I guess.

I might give it a try again while its still free to change loadouts :)
 
Wow that is a very ambitious build on your Vulture - power management on these ships can be hard work, but when you get it right, its a beast.

As frustrating as it can be at times, these ships teach you a lot about how to make the most of that 4A power plant.

This is my current PVE RES build - not as extreme as yours, but still requires good power and module setup skills.

http://coriolis.io/outfit/vulture/04A5D4A3D5A4C3C0v1o0406000m4c5d534u2n?bn=Vulture New

I never could get 2 C3 beams to work properly - too trigger happy I guess.

I might give it a try again while its still free to change loadouts :)

Actually, I took it one step further last night by discarding the cargo rack, upgrading to size 2 fuel scoop, and adding a A1 SCB. Now, when I want to recharge, the Voice Attack macro switches off one laser, the chaff launcher, and the KWS. Then it recharges from the A4 and A1 SCBs at the same time. The A4 + A1 SCB give me a FULL recharge from 2 red rings. After 7 sec, it switches on the laser, chaff launcher and KWS. Works great as long as I don't manually play with the module settings.
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http://www.edshipyard.com/#/L=70N,4zh4zh0__01Q3wU3RE,306Q8I6Q5U7_725A,7Sk7go4xo9ok7c6
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About the dual C3 beams, the trick is to not use them continuously like a pulse or burst. Part of the time, you have no shot so it wouldn't matter if you had pulse, burst, or beam - you still wouldn't be landing a shot. It is during those times that the capacitor recharges and heat dissipates. Sometimes, especially at a NAV point where the heat from the star keeps my ship from cooling fast enough, I have to pause even longer for heat to die down. Or when I'm at a RES and there are big ships to destroy, I need to pause to let the capacitor recharge and heat to dissipate for a few seconds.
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P.S. I really like the sizzling sound effect of continuous beam laser frying the target!
 
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Copy on pulsing the lasers, I find with a single C3 Beam and 4 pips in weaps, I can use it almost continuously until things heat up. Small ships are space junk well before that happens tho.

Thing is with the Vulture, you can keep on your target by using the ships high manoeuvrability - so the option to use weapons on all the tome is certainly possible. I normally only stop firing if I need to move away from a particularly angry Conda.

Yup, that crackling sound of the laser is superb :)

No question about it, a well equipped Vulture performs exactly as it was designed for - mass destruction!!!
 
hello vultures commanders,

can you share your build for PvP bounty hunting?
There are a lot of CMDRs with milions on their heads but having flown vulture for about a month farming RES. i'm quite sure that a double pulse laser won't work in a PvP contest where people spam SCB.
From what I have seen, in PvP are advantaged ships with high number of "small/medium" hardpoint instead of less hardpoint but of higher quality.
I'm obviously talking about FDL or even ASP and FDS...they can mount even more than 4 railgun and simply BLAST you before you can do anything.

our beloved vulture can mount only 2 medium railgun sacrificing those 2 large hardpoint and running out of ammo fast...so the "railgun" build simply doesn't work with Vulture.

So basically we need 2 things on our weapons:
- Burst damage on shield to avoid SCB spamming,
- being able to do few and taking out Poweplant before the coward log off.

i can't use ED in office because of the proxy, but for what i have seen and tried until now , i would suggest:
C3 fixed beam
C3 gimbal cannon

fixed beam gives you lot of shield damage...you could couple it with a C3 plasma accelerator but you would run hot quite fast and you would have to sacrifice shield cell bank, and shield booster...which are essential for pvp, also downgrading to class D thrusters witch would lower your speed and overall agility which I think is fundamental for us.

also, what tactic do u use in combat? fast boost and get the tail of the target?
 
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im half way to finally saving up enough for a vulture after being stuck with this cobra (not a big fan of) im needing to change

Cobra only gets good after you put the Onion Head paint job on it.

After that, it totally trounces every other ship.
 
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