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- Reactive armor with HD/DP and just one small HRP with Thermal to round up resistances. You end up with more armor... yeah little bit heavier with very little impact on Vulture's big thrusters for its size.
- Need some module protection, I usually have at least two, I always take MRPs over HRPs when finishing up the build.
- do you really need the fuel scoop?
- For small ships I prefer chaff over heatsinks, especially when shields go down
- I don't bother with lightweight sensors on my combat ships, there's very little gain, and is just compromising integrity and scanning angle.
Hope you have better luck with the Vulture with PAs, I just don't get along with them in PVE. I can stay for longer and have much better TTK with pretty much any other laser/kinetic combo.
Again, MRPs.... I can keep on fighting until I run out of ammo or "something important" really, really breaks :-)
https://steamcommunity.com/sharedfiles/filedetails/?id=2567999028
-Hmmm good call on the Reactive Armor and HRP not that big gain but still more armor than before. Looks better than other way around like i did. Thanks.
-One size 1 MRP would be enough? Still 2k hull armor and some module protection good enough for high tailing out of combat if i fail to balance my Shields and SCB?
-Yea i consider fuel scoop essential on any build :P Traveling without one is very annoying.
-I have Dispersal on one of my PA's so i put Heatsink instead Chaff in case so i don't cook myself too much when using the rapid charge SCB. But that slot might aswell be optional i can fit another Booster there or a Chaff if i really need it.
-I see i just made them lightweight to round up the overall speed a little.
EDIT:
That's how it would look now:
https://s.orbis.zone/g-e3 *
That's all I can suggest at least 2 MRPs, rest is really up to you, it should work ok, is a pretty great ship
However, after using twin PA for a while I got a little frustrated in RES zones, where I wanted to land shots on distant ships to bring them to the fight. In the end I went with one PA and one beam laser, the latter with long-range engineering.
If I'm fighting a small ship I just use the beam laser. If it's a larger ship I take the shields out with the laser while sniping the power plant with a PA.
I know you didn't ask for alternate builds, but that's what I settled on. The laser means I can tickle a conda from extreme range, which will then come after me so I can engage it properly.
You could swap SCB and the size 5 HRP, and swap the fuel scoop for an MRP. Undersized SCBs are really underwhelming, it just causes module damage tbh.
As a bonus it's a two seater so you can take another cmdr for a joyride, or fit a couple of SRVs and use it for ground assaults.
Saw a Commander successfuly fighting off 2 gankers in vulture with 600 shield and a SCB was very helpful in a pinch.
In PVE they aren't as important but i rather still have one just in case i get overwhelmed. I have Heatsink to counter SCB heat and thus minimize module damage.
Losing shields = Red flag for me to retreat unless i am very close to killing my target. For hull tanking i have Corvette instead.
Honestly i kinda wanted to make this Vulture to get comfortable both with advanced dogfighting and usage of PA. Sort of for fun and sort of as dogfighting / jousting training.
I decided to pick Vulture cause its fast , very small , fairly tanky , fairly cheap to setup and rebuy and looks pretty cool :D
The twin PA vulture is one of the most enjoyable ships to fly, but it's a nightmare to get the engineering optimized. Good luck.
https://s.orbis.zone/g-uk
Should be enough protection for hull and modules to safely run away if my shields go bust right?
EDIT: or this one?
https://s.orbis.zone/g-ut (variant of the above 1x2 MRP instead 2x1 MRPs. A bit more hull armor % than above one)