Newcomer / Intro Upgrading to a vulture

Hmm, I actually was not overwhelmed on the first try... While shooting down a Viper I felt I was doing quite a bit less damage than in my Cobra, which had 2x C1G pulse lasers and 2x C2G auto cannons...

Yes I took down his shields faster, but taking down the hull takes that much longer - and the Viper will just constantly do hit and runs, making it hard to efficiently place my fire on him.
there isn't a lot of damage difference between the small guns and big guns, so the viper probably did take a bit more killing especially on the hull. where the big guns really shine is when you're taking out big ships. a small gun only does 33% of it's damage against a big ship, and a medium gun just does 66%. the large guns however do full damage

so see how it compares when you're taking down a nice big juicy target :)
 
After having the Vulture for a while, my feelings are a bit mixed.

It's freakishly manœuvrable, but inside it sounds like an 18-wheeler doing pilates (creaking, groaning, shuddering..). Still, the speed is very poor, meaning you miss out on a lot of bounties because you don't get there in time - plus you can rarely run from a fight.

The visibility is great. Having a view below the dashboard is very handy for lining up landings; and the canopy goes back so far above you that with head tracking (or, I'd imagine, VR headset) you rarely lose track of what you're fighting. The side views are a bit limited, but that's less of a trade-off.

I'm still having problems with lasers & heat build-up. Against smaller craft it's fine, but against larger craft it inevitably starts having problems (not sure if there's some outfitting / config I can do to improve this). For me, this is a bit of a limitation in the game: I can't follow behind an Anaconda etc. as it can always stop and turn around and shoot. I can't thrust up/down/left/right to avoid fire as the turrets can turn faster than even the most agile fighters. I can't out-manoeuvre projectiles because they travel too fast. That means most combat against bigger ships comes down to sitting there plugging away, zero skill required.. Fire fire fire fire fire... overheating..... fire.......overheating.......fire....

On lasers - are Pulse lasers much more effective at close range? I was firing for ages against an Anaconda from 2Km and getting nowhere, so I sad sod this and zoomed into <1km range and started firing and it started doing down very fast (maybe 10% in 3-4 seconds?). There were other craft firing, so it might be a coincidence, but it seemed to me Pulse lasers are hugely more effective inside 1km range.

One thing I noticed though, the side-panels on the Vulture combat mention moving surfaces, and from the outside it looks like there are some kind of hydraulic actuators on either side of the cabin. Do some parts of the outside of craft move? It almost looks as if the cockpit / cabin could detach from the vehicle.
 
Me too. I earned enough to cover it's purchase cost, then parked mine. Res grinding was about as interesting (and less dangerous) as trading. I'm now off doing interesting things.

I have about 2 million in credits. I think I am going to sell off my semi tricked out vulture and try the ASP. Hopefully I have enough to leave the bare vulture in a station to come back to later. Set at a RES last night for about 1.5 hours. Made about 800k with all small stuff. I dont think my shield ever lost more than 1 ring.
 
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