Vulture power management

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So I went and bought a Vulture last night, outfitted it with all the good stuff, threw the FSD to priority 2, and went out to try it out. Yeahhhh, not even close, everything shut down when I deployed. :D

How are people min/maxing outfitting this bird? I was low on time so I didn't play with it much, but I'm curious how others are setting it up.
 
My current build needs some fiddle work with priorities, but it works.
Don't forget cargo hatch. Either set priority or flat out disable it.
 
C3 gimbal lasers, everything A except the oxigen thing, Kill Warrant Scaner and Cargo Scaner, size 2 fuel scoop and 20t cargo space. My power consuption is 16+ but with little power tweaking everything works.
 
I killed the Cargo Hatch too. Does anyone not? :D Even with FSD set to Priority 2, deploying the weapons shuts down life support, thrusters, shields, etc. :D

I put in the highest class fixed pulse lasers, A-everything except for D life support (weight savings), only an A3 SCB, and a normal KWS

What else can be thrown to P2 to avoid thrusters and other important stuff shutting down? AFAIK, that's it. You need thrusters, life support, shields, etc...
 
I killed the Cargo Hatch too. Does anyone not? :D Even with FSD set to Priority 2, deploying the weapons shuts down life support, thrusters, shields, etc. :D

I put in the highest class fixed pulse lasers, A-everything except for D life support (weight savings), only an A3 SCB, and a normal KWS

What else can be thrown to P2 to avoid thrusters and other important stuff shutting down? AFAIK, that's it. You need thrusters, life support, shields, etc...

You have more than 2 priorities you know.
Set unimportant stuff to P3 or P4.
 
You have more than 2 priorities you know.
Set unimportant stuff to P3 or P4.

I don't understand the need for more than 2. Stuff on P1 = stuff I absolutely have to have in order to fight, stuff on P2 = stuff that can be shut down during combat. Which is only FSD and Cargo Hatch (which I have disabled entrirely).

So... enlighten me! (I've only flown Cobras, Asps, T-6's and T-7's - you don't need power management on those! :D Not used to this, lol.
 
Ok i was going to make a thread about the vulture being underpowered, which I still feel it is, then i read about this power management, which i have no clue how to do but oh well. I would have thought that if you are making a kick ass ship like the vulture you would at least make sure the hamster is well fed and not starving. Basic set up is either shields, jump, and use harsh language to kill stuff OR you have bad ass weapons and die at the slightnest sneeze which you cant escape from.
I think I will put a thread on the Dev page to ask the power be upped from class 4 to class 5 just so we have a little leeway. I ditched a fully kitted Asp for the vulture to find i went from a ship which i could have powered even more to one which struggles with basic set up.
 
Ok i was going to make a thread about the vulture being underpowered, which I still feel it is, then i read about this power management, which i have no clue how to do but oh well. I would have thought that if you are making a kick ass ship like the vulture you would at least make sure the hamster is well fed and not starving. Basic set up is either shields, jump, and use harsh language to kill stuff OR you have bad ass weapons and die at the slightnest sneeze which you cant escape from.
I think I will put a thread on the Dev page to ask the power be upped from class 4 to class 5 just so we have a little leeway. I ditched a fully kitted Asp for the vulture to find i went from a ship which i could have powered even more to one which struggles with basic set up.

Moving to Class 5 PP would make the Vulture OP.
Good power management part of the balance.
 
If you have SCB put them on a low module priority. When you need a top up, retract your hardpoints, hit the SCB, and then up the hardpoints again.
 
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If you could outfit the vulture with A class kit right down the line then i think it would be underpriced (and i'm speaking as one who bought and outfitted one last night)
As it is you have to make intelligent compromises to maximise it's potential
 
Ok i was going to make a thread about the vulture being underpowered, which I still feel it is, then i read about this power management, which i have no clue how to do but oh well. I would have thought that if you are making a kick ass ship like the vulture you would at least make sure the hamster is well fed and not starving. Basic set up is either shields, jump, and use harsh language to kill stuff OR you have bad ass weapons and die at the slightnest sneeze which you cant escape from.
I think I will put a thread on the Dev page to ask the power be upped from class 4 to class 5 just so we have a little leeway. I ditched a fully kitted Asp for the vulture to find i went from a ship which i could have powered even more to one which struggles with basic set up.

I participated in the 1.2 Beta, tried all kind of configurations for the Vulture and watched the 1.2 beta forums. What you are saying is nothing new, and just as wrong as it was then. You need to learn how to use power management settings because players that know how would have a field day if the power plant was upgraded. Then the Vulture WOULD be overpowered. You also need to break away from the "all modules A-rated" mentality. The Vulture is powerful, and that is OK because players have to make hard choices when choosing their equipment and their weaknesses.

I tested and settled on two builds during the beta.

1) Twin fixed or gimballed beam lasers, A-rated shields, A-rated shield booster and 2x class 1 shield cells. It's a monster when farming NPC pirates.
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https://www.youtube.com/watch?v=4MueoRsUoQc&feature=youtu.be
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2) Twin Particle Accelerator, A-rated shields 2x A-rated shield boosters and 2x class 1 shield cells. Requires heavy power management. I tested it against NPC's in Beta, but it will be my build for PVP on live.
 
I don't understand the need for more than 2. Stuff on P1 = stuff I absolutely have to have in order to fight, stuff on P2 = stuff that can be shut down during combat. Which is only FSD and Cargo Hatch (which I have disabled entrirely).

So... enlighten me! (I've only flown Cobras, Asps, T-6's and T-7's - you don't need power management on those! :D Not used to this, lol.

I believe damage to your powerplant will result in less power? If so, you can make sure that it doesnt disable your thruster automatically. I have everything I always have off in combat in 4, everything thrusters on 1, and the rest in between depending on how important it is.
 
the vulture is quite cheap now, the devs shouldn't upgrade the Reactor. With 300 MJ shields (one shield booster) you shouldn't need shield cell banks. The armor upgrade seems much more powerful (4D -> 120 armor points extra!), considering the lowered repair costs.
 
The Vulture is a joy not only to fly but to fit out, its a juggling exercise that when you get what you want is v.rewarding. There was a time when I thought the thing needed just a hint more power but I was completely wrong, its perfect as it is and finely tuned and balanced.
 
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