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https://s.orbis.zone/5yz5
and if you only been playing a short time then i would go back to the smaller ships as there is much you can learn.
have a look for vindicator jones on youtube
beam lasers reward you for staying locked on a target and pumping dmg in but the fdl is imo not really a turn fighter and more a boom and zoom ship
if you really keep running bi weaves, at least invest in one scb to keep them up a tad longer, running only 1 tiny module reinforcement wont bring you any benefit and at max tank 3 hits
as for the fsd, its kind of pointless to go for range since you dont have that much fuel to travel anyway, maybe give fast boot a try if you encounter lots of grom bombs
tldr, stick to the vulture, its more flexible and forgiving
Weapon loadout is up to you, try out various things then engineer what you like.
The FDL is utterly terrible at anything that isn't combat for a ship of its price range.
I do agree that it's not worth taking, though, since the hardest NPCs will be rocking things like railguns and plasma accelerators. Which is unfortunate as it removes a potential defense from consideration.
I Now have 350 mil in the bank and always wanted a vulture, so I will have a go at it and learn how to use thrusters properly.
The chaff loadout isn't on all the time, there is usually a kill warrent scanner in there, but i found them usefull in combat zones whilst i'm still getting combat experience (yes I have seen some of those vindicator jones vids), but I'm suprised at all of your reaction to it, since many vids and loadouts i've seen have at least 1 fitted but a lot go with 2. But I will look at it and maybe remove them when i get better.
The fsd range is becuase i will temp fit a fuel tank if im travelling long distance.
Thanks for the shortlink tip, I wondered why it was so long.
your 350million wont last long outfitting a top tier ship.
have a look at power play and maybe the prismatic shields if you have horizons
I would run 4 shield boosters (3 with resistance / super capacitors and one with heavy duty / super capacitors) the goal being to make the smaller pool of health of your bi-weave high resistance to keep your fast recharge rate up but make what little shields you do have worth 3-4 times as much once the resistances are applied. One chaff, as when your in a situation against 3+ ships that chaff will give you some extra staying power in bad scenarios while you try to get a couple out quick, or while making your escape. That chaff is a omg im taking so much fire and need to live a couple more seconds for either a kill or to jump, it makes a difference.
Same thing with point defence, it's only useful against missiles and is limited in firing angle so I just spam boosters to get a ludicrous resistance to everything, or a huge shield on ships that don't need to worry about recharge rate. The ai doesn't use missiles anyway if you keep your shield up.