Elite Dangerous

Elite Dangerous

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Husker_85 Aug 26, 2019 @ 1:25pm 
https://s.orbis.zone/48_w
Basically the same build after lots of engineering
DipperDolphin Aug 26, 2019 @ 1:28pm 
Originally posted by FallenCat:
https://s.orbis.zone/48_w
Basically the same build after lots of engineering
Thanks. I'm struggling with power management for the cookie cutter build - it runs at 101% but everything works :/
Husker_85 Aug 26, 2019 @ 1:33pm 
Well there's nothing wrong with running a build that's a little over on power. Whatever you have rated to lowest priority will automatically shut down when you deploy weapons. Since you can't use things like a docking computer when your weapons are out anyways you can just set those systems to lowest priority.
DipperDolphin Aug 26, 2019 @ 1:35pm 
Originally posted by FallenCat:
Well there's nothing wrong with running a build that's a little over on power. Whatever you have rated to lowest priority will automatically shut down when you deploy weapons. Since you can't use things like a docking computer when your weapons are out anyways you can just set those systems to lowest priority.
Okay, thanks. Just went to a low intensity conflict and died really quickly :(

What are the best ways to start fighting?
Husker_85 Aug 26, 2019 @ 1:42pm 
First of all; I'd keep your vulture away from CZs. It's really not build for that type of heavy fighting; more of a bounty and PvP ship. But my advice for initiating combat is to do so from behind at point blank range. Most targets will immediately boost to try to turn around on you, so you should boost with them so you can stay right behind them. You turn much faster when your throttle is in the blue zone, but don't be afraid to go full throttle if it'll help you hold position on your target.
DipperDolphin Aug 26, 2019 @ 1:45pm 
Originally posted by FallenCat:
First of all; I'd keep your vulture away from CZs. It's really not build for that type of heavy fighting; more of a bounty and PvP ship. But my advice for initiating combat is to do so from behind at point blank range. Most targets will immediately boost to try to turn around on you, so you should boost with them so you can stay right behind them. You turn much faster when your throttle is in the blue zone, but don't be afraid to go full throttle if it'll help you hold position on your target.
Great, thank you once again!

Can I start firing as well as scanning with my kill warrent thing at the same time?
Last edited by DipperDolphin; Aug 26, 2019 @ 1:45pm
Amazon Prime Aug 26, 2019 @ 3:14pm 
I've got my Vulture running a High RoF Multicannon and a overcharged thermal frag cannon, is there some advantage to using lasers instead since I see everyone and everything using them?
Husker_85 Aug 26, 2019 @ 3:29pm 
Originally posted by Jahy~Sama:
I've got my Vulture running a High RoF Multicannon and a overcharged thermal frag cannon, is there some advantage to using lasers instead since I see everyone and everything using them?
After engineering I think that MCs outperform lasers in most situations, but lasers have the draw of infinite ammo. Also they're hitscan which makes them extremely easy to use, and can compensate for their lack of damage against standard armor by repeatedly hammering modules. But for PvP I think that something like what you're talking about is more common to see than a laser build.
Amazon Prime Aug 26, 2019 @ 3:38pm 
Thanks for the input m8, I agree with your point on hitscan. My High RoF mod adds a good bit of jitter and the fact that bullets don't travel at the speed of light really make it a pain in the ass when I am forced to untarget an enemy and go fixed mode when they spam chaf.
Hobo Misanthropus Aug 26, 2019 @ 8:34pm 
Nothing tops Hudsons Sawed-off. Twin Pacifiers on a Vulture is a big-ship's worst nightmare.
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Date Posted: Aug 26, 2019 @ 1:13pm
Posts: 10