Ships Vulture Build advice?

Personally I've never got along with cannons, shot speed is too slow to reliably hit someone if they're changing course a lot. The vulture does, however, excel at circling around big targets and getting point-blank at them where you can't miss - in which case, have you heard the good news about our lord and saviour the fragment cannon?

Also... get some engineers unlocked. I too had my sights set on the vulture when I first started out, but I kept skipping it since I got a courier instead, which at the time with limited engineering was easier to squeeze everything into the plant (and 3 mediums are pretty comparable for damage output). I came back to the vulture after unlocking everyone and.. oh baby. A G5 dirty drive/drag drive vulture is one of the most fun ships you can fly.
 
Vulture is an excellent ship, its only really good at combat though.
My suggestions:
1. Work on unlocking engineers. The Vulture benefits majorly from engineering. Since you didn't use any engineering mods on your Vulture, I'm going to continue on the assumption that you don't have them yet.
2. Get Military Grade armor.
3. The Vulture, unengineered, has serious power management issues, which is why unengineered Vultures make better Hull Tanks than Shield Tanks, imo. In order to use SCBs to their maximum potential, you really need two of them, and the Vulture can't power two of them. (unengineered, that is) So, I recommend ditching the SCBs altogether, and replacing the standard shields with Bi-Weaves. Bi-Weaves are better than regular shields in general, tbh. This is because they have a MUCH better regen rate. The idea here is to load your ship full of Hull Reinforcement packages so it can survive having its shields go off and on multiple times. I might also recommend losing the Shield Boosters, as they hurt your regen and suck up power, but that's up to you.
4. If possible, I recommend ditching gimballed weapons and learning how to use fixed weapons, because they deal more damage. (The difference becomes much larger after engineering.) Up to you though. (NOTE: If you do decide to keep gimballed weapons, swap the Cannon out for a Multi Cannon. Gimballed Cannons are the worst gimballed weapon in the game. Gimballed MCs work better.)
5. Switch the Beam Laser out for a Burst Laser. Beam lasers are the type of weapon that aren't that great... without engineering. The DPS is only a little bit better than a Burst but the DPE is significantly lower. Bursts will give you much better over all Sustained DPS.

6. Do what you like and fly what you think is fun. :)
 
Vulture is an excellent ship, its only really good at combat though.
My suggestions:
1. Work on unlocking engineers. The Vulture benefits majorly from engineering. Since you didn't use any engineering mods on your Vulture, I'm going to continue on the assumption that you don't have them yet.
2. Get Military Grade armor.
3. The Vulture, unengineered, has serious power management issues, which is why unengineered Vultures make better Hull Tanks than Shield Tanks, imo. In order to use SCBs to their maximum potential, you really need two of them, and the Vulture can't power two of them. (unengineered, that is) So, I recommend ditching the SCBs altogether, and replacing the standard shields with Bi-Weaves. Bi-Weaves are better than regular shields in general, tbh. This is because they have a MUCH better regen rate. The idea here is to load your ship full of Hull Reinforcement packages so it can survive having its shields go off and on multiple times. I might also recommend losing the Shield Boosters, as they hurt your regen and suck up power, but that's up to you.
4. If possible, I recommend ditching gimballed weapons and learning how to use fixed weapons, because they deal more damage. (The difference becomes much larger after engineering.) Up to you though. (NOTE: If you do decide to keep gimballed weapons, swap the Cannon out for a Multi Cannon. Gimballed Cannons are the worst gimballed weapon in the game. Gimballed MCs work better.)
5. Switch the Beam Laser out for a Burst Laser. Beam lasers are the type of weapon that aren't that great... without engineering. The DPS is only a little bit better than a Burst but the DPE is significantly lower. Bursts will give you much better over all Sustained DPS.

6. Do what you like and fly what you think is fun. :)
^ what he said.

Alternatively, engineer the hell out of your Vulture, add two double-shot Pacifiers or gimballed Frags, and enjoy the most epic three minutes of the game where you shoot anything to scrap metal… until your ammo runs out :ROFLMAO:
 
^ what he said.

Alternatively, engineer the hell out of your Vulture, add two double-shot Pacifiers or gimballed Frags, and enjoy the most epic three minutes of the game where you shoot anything to scrap metal… until your ammo runs out :ROFLMAO:
Overcharged gets you comparable damage to doubleshot and your ammo lasts much longer. Slap screening shell on it for that sweet reload time buff.
 
I'm a fan of rapid fire pulse lasers for PvE myself on the vulture, combined with fast charge bi-weave shields and balanced resistences. Also, reccomend switching to the regular coriolis.io since the EDCD version is no longer being updated, and hasn't been updated in almost a year. You should see a how-to link on migrating towards the top:

138959
 
I'm a fan of rapid fire pulse lasers for PvE myself on the vulture, combined with fast charge bi-weave shields and balanced resistences. Also, reccomend switching to the regular coriolis.io since the EDCD version is no longer being updated, and hasn't been updated in almost a year. You should see a how-to link on migrating towards the top:

View attachment 138959
I always found a pure laser build for the Vulture to require way too much time to kill.
 
Vulture is an excellent ship, its only really good at combat though.
I recently switched to a Vulture* as my multipurpose mission-running ship, and with the right engineering and module selection, it can be surprisingly versatile. It's still challenging to use this way, but I actually enjoy that challenge!

Speaking of multipurpose, my Vulture works equally well against human and Thargoid scouts, I just have to make sure to carry my decon limpets for the latter.

As for weapons, with engineering I can fire my efficient beams all day long and not drain the capacitor. The thermal vent effect makes me ice cold. Unfortunately NPCs seem to ignore the fact that I'm cold (they also seem to ignore things like chaff, GRRR). I'm tempted to try the other thermal experimental that imparts heat to the enemy ship, but I'm afraid NPCs will ignore this as well...

I sometimes trade the beams out for a pair of fixed cannons when I'm in the mood for a fun challenge. The first time I ever "one-shotted" a ship was in my double-barrelled Vulture!


* it has the best EBL immunity
 
I always found a pure laser build for the Vulture to require way too much time to kill.
My Vulture's beams eat shields for breakfast but do take awhile on tough hulls. What about Thermal Shock - does this work as advertised? Is it possible to blow up an NPC at 50% hull because they overheated?

I wish there was a special effect to reduce jitter, then I could more effectively target subsystems. The jitter on these gimbaled beams is ridiculous. As long as I'm asking noob questions, how does the jitter of a turreted weapon compare to that of a gimbaled weapon?
 
Any reason for two TLB and not the usual TLB/Dispersal?
There's an amazing vid on Rinzler's channel where he flew out to help a buddy that was being attacked outside a station in his vulture. Twin TLB APAs, he had the timing on them down absolutely perfect to just constantly break the guy's lock. The attacker (in a corvette, no less) ended up calling them cheaters in all-caps then combat logged.
 
Overcharged gets you comparable damage to doubleshot and your ammo lasts much longer. Slap screening shell on it for that sweet reload time buff.
Ive been going back and forth on this with my pacifier vulture for a while and I’m still preferring double shot since I have room for drag munitions and dazzle shell in that case.
The effective burst damage is almost the same for overcharged/screening shell, but the ships that don’t die in the first bust have and easier time turning on me and getting some damage in.

It does hurt a little how much reloading I have to do...
 
I always found a pure laser build for the Vulture to require way too much time to kill.
I was growing bored with circle jerk joust combat, so I've traded in my beams for turreted MCs. I know many players think turrets have no business being on a ship like a Vulture, but they aren't the "easy mode" people think they are. They actually add a whole other dimension to dogfighting, one I much prefer over endless jousting. Oh, and on a Vulture, turreted MCs look amazing :D

These MCs are engineered as short-range blasters, giving them a DPS just a percent or two shy of the gimbaled beams they replace. One is corrosive and the other incendiary, which makes for a symmetric weapons platform that's good against both shields and hull (I hate asymmetry on my Vulture). Yes, I have to watch ammo, but I don't "fish" anymore (no more hazres), but rather do proper mission-based bounty hunting, so this usually isn't an issue. Even better, I can synthesize premium rounds if I'm going up against a tough pirate!

And bringing this back to the OP, Todd The Blaster is usually the first engineer to unlock, so he could do something similar, though he may wish to use gimbals due to the price of these turrets - one turret costs almost as much as the Vulture itself!

Just to be annoying firing one shot then the next in sequence to keep the lock off as long as possible.
Also it was originally built for escorts so is useful for keeping my explorer alive long enough to high wake out.
I love doing the "one, two punch" with force shell cannons, just for that annoyance factor!
 
Back
Top Bottom