Vulture Crippled by default?

So I finally got enough to buy and upgrade a Vulture, but I see that even though it can equip large weapons and a bevy of class 5 internals, the power plant doesn't go beyond a class 4?

What's the point of having all that upgrade potential with better guns, internals etc. if you have the power output of a Cobra???

As soon as I got it I was instantly disappointed, sure it has more shields and armor and bigger weapons, but when you don't have the energy necessary to run those weapons what's the point?

The way I see it I'm basically trading away extra hardpoints for some increased shields and armor and a few internals upgrades...am I missing something?
 
There are many, many viable loadouts for the Vulture. It's a complete beast and giving it a higher power plant would have made it nigh-on invincible.
 
Vulture as it is still the best dogfighter in the game.
The trick is you have to think and choose your loadout, not just slap on all A grade stuff.
 
sure it has more shields and armor and bigger weapons, but when you don't have the energy necessary to run those weapons what's the point?

The point of the Vulture is to get two large hardpoints, with a ship as agile and affordable as possible. After that you start killing things.
 
Agree with jgm, there would be no point in creating an invincible ship.
I have experimented with lots of different load-outs on the Vulture to manage power and heat. Try a big pulse laser on one hard point, and a big cannon on the other. It may take a little longer, but you will kill pretty much anything, and it is great one-shotting a Sidewinder or landing deadly hits on an Anaconda with that big-ass cannon.
 
So I finally got enough to buy and upgrade a Vulture, but I see that even though it can equip large weapons and a bevy of class 5 internals, the power plant doesn't go beyond a class 4?

What's the point of having all that upgrade potential with better guns, internals etc. if you have the power output of a Cobra???

As soon as I got it I was instantly disappointed, sure it has more shields and armor and bigger weapons, but when you don't have the energy necessary to run those weapons what's the point?

The way I see it I'm basically trading away extra hardpoints for some increased shields and armor and a few internals upgrades...am I missing something?

Right now I have an A5 power generator fitted.
 
how? It says online the max is class 4? And to others talking about module management, I'm talking about the energy available to your weapons before you have to let them recharge as well.


Power plant is C4 max. Hes either lying or trolling. And for your question about recharging weapons, lower grade PowerPlant+PowerDis means longer recharge times. Just learn how to swap pips in systems so you can redistribute energy where you need it.
 
If the Vulture is crippled by design, I'd hate to meet a fighter ship in this game that isn't. You just need to balance the modules. I have D or C rated Sensors, I can't run my shield cells with the hardpoints deployed, but my Vulture still does the business.
 
how? It says online the max is class 4? And to others talking about module management, I'm talking about the energy available to your weapons before you have to let them recharge as well.

recharge is the power distributor - which the vulture can have a class 5.
over all power (Mw) is the power plant, which determines what you can fit / power, which is class 4.
 
If the Vulture is crippled by design, I'd hate to meet a fighter ship in this game that isn't. You just need to balance the modules. I have D or C rated Sensors, I can't run my shield cells with the hardpoints deployed, but my Vulture still does the business.

He might also need to scale back his frame drive ambitions.
 
Nope working as intended. Just fiddle aroud with it you can get some pretty good setups if you're crafty enough.
this ship would be too good if it had more power. It's a mass produced heavy weapons / high mobility platform.
Tips for getting the most out of your vulture
dont bother upgrading the life support or the sensors save the power for something else and upgrade these last.
you don't need anything better than a E rating KWS upgrade it if you can but it draws a lot of power the higher you go.
Set your module priorities you can go over your power limit Just set your cargo scoop, FSD, fuel scoop, interdictor, ect to power down when your hardpoints are deployed
shield boosters will give you more shield per MW than upgrading your shield will just keep it within mass so it doesn't suffer a penalty
you can't have your cake and eat it too with this ship you have to make a sacrifice somewhere.
Heres a build I use for bounty hunting or conflict zones. Salt and pepper to taste obviously. There is no single best build for the vulture.
http://www.edshipyard.com/#/L=60N,5TP5TP3wo0_g0_g0-I,326Q7_6Q5U7_725A,7TC15O12G7c67c6
 
With A grade Shield Generator and 4 pips on System i can sustain much longer in battle and under fire, and be dangerous at same time for enemy.

If you take fire without 4 pips on System, you will lose shield's faster and of-course you will be seriously crippled.
 
With A grade Shield Generator and 4 pips on System i can sustain much longer in battle and under fire, and be dangerous at same time for enemy.

If you take fire without 4 pips on System, you will lose shield's faster and of-course you will be seriously crippled.
Agreed. As soon as you lose the shields on a Vulture, it's time to bug out.
 

Mu77ley

Volunteer Moderator
The Vulture is a great ship and really fun to fly. Just make sure you set the power priorities so that stuff you don't need is powered off when you deploy weapons (FSD, Cargo Bay, etc.). That way you have plenty of power to run the weapons.
 
What makes you think there is one perfect ship that beats all others...there isn't, wrong game.
Only the pilot matters in the end....
 
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