Newcomer / Intro What is the vulture like?

Thanks for the clarification. I guess in another six months when I've saved up enough I'll go buy a viper :)

You're welcome :)

That said, it won't take that long, as money making snowballs more or less exponentially if you hit trading with purpose.. grab a hauler, earn a t6, etc.- you know the drill.

(It's too bad that you can't transfer ships, I have an A-fit Viper sitting idle in Jameson Memorial, that would probably benefit from a good home)
 
I stepped up from a Viper to a Vulture, and I had the same concern: Only two hardpoints, but they're bigger. Hmmm.

It's turned out to be no contest, though. With a pair of gimballed burst lasers I strip the shields on most smaller craft in three to five volleys. A Sidewinder sometimes goes down in two more. A Cobra takes as few as nine. Of greater interest, though, is that I can remove an Anaconda's shields with about 12 volleys, and its power plant will explode after usually about ten more, assuming I can get solid hits on it.

And the Class 5 shields with one or two boosters can tank the Anaconda's turrets long enough to get those hits in (assuming quality modules, of course).

One other advantage for my play-style is that the Vulture's hardpoints are on the upper surface. I prefer to keep my prey a little bit above my nose, so the under-hung hardpoints on the Viper are awkwardly placed for me.
 
My story with the Vulture:
Until a few days ago I did trading and exploration exclusively (no combat whatsoever). Then I got myself a Viper and fooled around at a nav beacon for a few hours. Yesterday I realized that with the reduced price I could outfit a Vulture quite decently if I sell my T6 and the Viper.
Less than 10 mils got me 2 gimballed large pulse lasers, A grade powerplant, 2 shield boosters, some shield cells and the rest of modules C/B grade.

Then off I went to the conflict zone in Lugh.

My thoughts after a few minutes of pew pew: "...oh my, this is like shooting fish in a barrel..." The poor NPCs have no chance, Novice or Elite just get melted all the same. Mind you I'm far from being a pro at dogfighting. Next time I'll have to go after Elite Anacondas for some challenge.

In short: big guns, strong shield, agile, what's not to like? Go get one if you like blowing stuff up :)
 
Really sounds like the Vulture is my next ship so. Was worried about the lack of hard points (compared to the Viper), but it sounds like that's a complete non-issue.

Can I ask - what's the insurance cost on the Vulture? I have just enough to buy one now, but I'm wondering how much extra I need "in the bank" in case of destruction. I don't mind if the vanilla Vulture (think that's what I'll call mine.. the Vanilla Vulture) isn't upgraded right away, as long as it's not too much of a step down from a fairly well upgraded Viper.
 
The vulture handles the same as a sidewinder if the sidewinder was a bounty hunting death machine.

Insurance should set you back 300k tops for a basic loadout (at 5%)
 
I see everyone mentioning outfitting burst or pulse lasers. What's the difference, why choose one over the other? Also, why not beam lasers?
 
Really sounds like the Vulture is my next ship so. Was worried about the lack of hard points (compared to the Viper), but it sounds like that's a complete non-issue.

Can I ask - what's the insurance cost on the Vulture? I have just enough to buy one now, but I'm wondering how much extra I need "in the bank" in case of destruction. I don't mind if the vanilla Vulture (think that's what I'll call mine.. the Vanilla Vulture) isn't upgraded right away, as long as it's not too much of a step down from a fairly well upgraded Viper.
you will have to upgrade the guns as the vanilla comes packing the same pea shooters the sidewinder comes with. other than that she should be fine for some light combat and you'll get a feel for her as you earn the credits to put some better gear on
 
I see everyone mentioning outfitting burst or pulse lasers. What's the difference, why choose one over the other? Also, why not beam lasers?

While beam lasers do more damage on paper you can fire pulse lasers for longer meaning the damage over time works out the same. And with the vultures power limits you really don't need the beams chewing away at you power.

Bursts are kinda a halfway house between beams and pulses. I prefer pulses, they are good at destroying sub systems.
 
Can I ask - what's the insurance cost on the Vulture? I have just enough to buy one now, but I'm wondering how much extra I need "in the bank" in case of destruction. I don't mind if the vanilla Vulture (think that's what I'll call mine.. the Vanilla Vulture) isn't upgraded right away, as long as it's not too much of a step down from a fairly well upgraded Viper.
You can use EDShipyard to calculate your insurance costs.

http://www.edshipyard.com/#/L=60N,5TE5TE01Q01Q0Wg0Wg,306Q7_6Q5K7_6u5A,7Sk7gy9qI4wE0HW
 
I tried out a fixed Particle Accelerator this weekend. It's kinda fun getting a good hit on a Python and seeing it actually spun by the hit a little bit. Even an Anaconda gets visibly shoved by the thing. The other hardpoint has a gimballed pulse laser for shooting small ships. I've been looking for another burst instead, but I haven't run across one since I changed the loadout. The improved bounties make it cost effective to shoot, although I made almost no profit from the little Hauler I tested it on. Granted, I missed twice, but the third shot vaporized him.

Prior to that, I tried dual beams and a beam + frag cannon. Two beams overheat so fast that it took longer to make my kills. They do look cool, though. The frag cannon was fun, but I didn't think it was worth having to juggle two fire groups.

For my playstyle I think the burst lasers and stronger thrusters are still the most efficient. I'll keep playing with the particle cannon for a week or so, however, because I think it will improve my skills.
 
It's dull dull dulledly dull.
With a 5a shield and a booster, the only danger you face in a res is shooting a friendly causing you to go and pay off the fine, you can even bouncy off roids
After the first hour of the thrill of a new ship, I would rather be traiding. I have put my vulture back in the garage
 
Well, i have learnt that lasers are good at taking down a subsystem, sure not as good as weapons designed specifically for that purpose, but the multi-cannons are not good at it, against the hull, sure, but not the subsystem and taking out the powerplant of a ship means it goes boom, so it could have 40% hull left, if the powerplant goes to 0%....boom.
 

Philip Coutts

Volunteer Moderator
I've got mine fitted with 2 C3 beam lasers and it's awesome. Handles very well, turns on a sixpence and is tough to boot. Complete wrecking ball of a fighter. One thing I would say is it took me a little while to get used to the laser positions because they come from head height and behind you.
 
Thanks for the advice on weapons. I had Class 2 Rating E gimballed beams, and while they ripped through most craft, when it came to a Python or Anaconda it takes aaaaages to take them down, as they're constantly overheating. I tried switching to Class 3 Rating E gimballed pulses as they seem to use less power, are better for overheating and do more damage per second. (Yet, strangely, Elite warned me I was downgrading?)

Got my biggest single bounty ever last night (196K for a Master Anaconda) but it took so long I'd much rather have been playing with Vipers / Cobras / Asps, I'd have made the same amount or more in the same timeframe.
 
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