Vulture: dual beam vs dual pulse (your preferences)

Ok I just spent a couple of hours playing with possible Vulture setups.

-Dual pulse setup gives this ship a good balance between firepower and defense and allows a nice configuration freedom, plenty of slot to play with.
With dual pulse I can make Vulture an all-around combat/mission ship. :)

-Dual beams on the other hand, gives this little bird a HUGE firepower, but it will totally lose flexibility. I had to strip out all unnecessary modules, like dual chaff, shield boosters, A type thrusters and FSD and so on. Two beams Vulture in a RES or conflict zone is just rock 'n roll!!! :cool:


Now I have to take a decision. But first I'd like some suggestions from you, CMDR's. What is your favourite Vulture setup?

PS. I tried some mixed weapon config, but I dont like that kind of solution on a 2 slotted ship.
PPS. I'm falling in love with this Little Clipper :p
 
In the beta, THIS was my preferred evolution. If I knew I was going to spend a night fighting in a conflict zone, I would swap the fixed pulse for gimbaled pulse.

So you can see my preference is for pulse lasers - Here's why:

Consider this: while you're firing them, beams undoubtedly do more damage/time than pulse - but how long can you continuously fire beams before you drain your WEP capacitor? When you take this into factor, the damage/time of beams is lower than the paper statistics would imply.

This damage/time discrepancy between beams and pulse becomes more apparent the larger the target gets, especially if they're piloted by humans: Pulse lasers will pop shields faster than beams because beams have to stop firing sooner and more often than pulse.

Now factor in price, heat generation, and power consumption - pulse lasers are not only a viable alternate to beams, but outperform beams in practical application.
 
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You can cram in dual beams, just need to downgrade to C rated thrusters and B rated shields, dual chaff and B4 cell, unless willing to go with A grade life support and fight with reserve oxygen.

You need to set power priorities quite carefully though. I use 2 beams to melt shield fast, then burn hull with only 1 beam. I use fixed beams, so every now and then there is small caps when I can not hit anyway, so they recharge.
 
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I'll use pulse lasers for the exact same reasons as stated above, and also because I want to bring a shield cell bank along just in case I get swarmed.
 
Dual Pulse: Can be perma--fired with an A-type distributor, are more capacitor efficient, and have much lower power requirements then beams - allowing you to fit other goodies!
 
Never used bursters - therefore the question... they have the same sound as pulse? If yes i guess that means beams for me. Can't stand the annoying sound of pulse lasers *sigh*

They sound slightly less annoying. I'd give them a try if I were you. Nice compromise between pulse and beams.
 
My thoughts on the different lasers:

Dual bursts for fixed mounts means you don't need to keep the nose 100% on target all the time, just for each time you burst (and if you wait a bit longer to line up, you get more of a payload than the other two).

Pulse has best damage / energy and can keep going.

Beams high energy drain means that having more than one is wasteful after the capacitor drains, which becomes a bigger deal against larger targets.

If pairing up, I would probably go for Pulse lasers with something as agile as the Vulture, as they are pretty economical and pulse apparently loses less against the hull than the other laser types.

With beams, I would run one on its own and use a secondary weapon. If it were class 2 or 1s, I would use a Multicannon, but with class 3 you're pretty much stuck with just a Cannon.

For dual weapons, In effect, Beams end up as a 'bully' weapon to kill smaller ships before the capacitor is up, but against anything tanky enough to take an entire capacitor, Pulse lasers have advantages that putting 4 pips means continuous fire doing more damage over the longer period, or you can do more with the pips for shields and engines.
 
I have two pulse lasers and an A0 shield booster, it does the job and allows for ship modules to be a higher class.
 
My thoughts on the different lasers:

Dual bursts for fixed mounts means you don't need to keep the nose 100% on target all the time, just for each time you burst (and if you wait a bit longer to line up, you get more of a payload than the other two).

Pulse has best damage / energy and can keep going.

Beams high energy drain means that having more than one is wasteful after the capacitor drains, which becomes a bigger deal against larger targets.

If pairing up, I would probably go for Pulse lasers with something as agile as the Vulture, as they are pretty economical and pulse apparently loses less against the hull than the other laser types.

With beams, I would run one on its own and use a secondary weapon. If it were class 2 or 1s, I would use a Multicannon, but with class 3 you're pretty much stuck with just a Cannon.

For dual weapons, In effect, Beams end up as a 'bully' weapon to kill smaller ships before the capacitor is up, but against anything tanky enough to take an entire capacitor, Pulse lasers have advantages that putting 4 pips means continuous fire doing more damage over the longer period, or you can do more with the pips for shields and engines.

Really good summary, I couldn't have articulated that any better (probably worse) .

Have some rep good sir.
 
I'm running with 1 Gimballed pulse and 1 large fixed Cannon.

The cannon chews through a Conda's hull like nobody's business, and the large gimballed pulse still takes down smaller ships quickly.

With the one pulse it can fire continually with only two pips in weapons; so I can have four pips in system and the with the best shields (forget if 4A or 5A), you can take a LOT of punishment.
 
In the beta, THIS was my preferred evolution. If I knew I was going to spend a night fighting in a conflict zone, I would swap the fixed pulse for gimbaled pulse.

So you can see my preference is for pulse lasers - Here's why:

Consider this: while you're firing them, beams undoubtedly do more damage/time than pulse - but how long can you continuously fire beams before you drain your WEP capacitor? When you take this into factor, the damage/time of beams is lower than the paper statistics would imply.

This damage/time discrepancy between beams and pulse becomes more apparent the larger the target gets, especially if they're piloted by humans: Pulse lasers will pop shields faster than beams because beams have to stop firing sooner and more often than pulse.

Now factor in price, heat generation, and power consumption - pulse lasers are not only a viable alternate to beams, but outperform beams in practical application.
This is only true if it were possible to have your target right in front of you all the time. Lets say you can only dump your beams for 6 or 7 seconds before your cap is drained... if your target pulls away from you and your cap is more or less recharged before you get "back on target" anyway.. your overall damage will still be massively higher than with pulses. Now, if you are able to keep your ship right there in-target for looong periods of time, like a much larger slower ship... then pulses would be better. Ships that are In and Out of your sights often, beams are the way to go.
 
This is only true if it were possible to have your target right in front of you all the time. Lets say you can only dump your beams for 6 or 7 seconds before your cap is drained... if your target pulls away from you and your cap is more or less recharged before you get "back on target" anyway.. your overall damage will still be massively higher than with pulses. Now, if you are able to keep your ship right there in-target for looong periods of time, like a much larger slower ship... then pulses would be better. Ships that are In and Out of your sights often, beams are the way to go.

If your target's out of your sights and you're in a Vulture, you're flying it wrong
 
Ok I just spent a couple of hours playing with possible Vulture setups.

-Dual pulse setup gives this ship a good balance between firepower and defense and allows a nice configuration freedom, plenty of slot to play with.
With dual pulse I can make Vulture an all-around combat/mission ship. :)

-Dual beams on the other hand, gives this little bird a HUGE firepower, but it will totally lose flexibility. I had to strip out all unnecessary modules, like dual chaff, shield boosters, A type thrusters and FSD and so on. Two beams Vulture in a RES or conflict zone is just rock 'n roll!!! :cool:


Now I have to take a decision. But first I'd like some suggestions from you, CMDR's. What is your favourite Vulture setup?

PS. I tried some mixed weapon config, but I dont like that kind of solution on a 2 slotted ship.
PPS. I'm falling in love with this Little Clipper :p

http://www.edshipyard.com/#/L=60N,5Dd5Dd,2-6Q7_6Q5K7_6k5A,7Sk4_w12G

and with that build you can go yolo-ham on everything. that's what i have and i have no power issues at all
 
go burst it will do more damage than pulse and more up-time than beams. yes beams will do more damage but burst is right in the middle and you can fire constantly for about 13-14 sec
 
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