Vulture... hmm...

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bootsam
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Re: Vulture... hmm...

Postby bootsam » Tue Sep 01, 2015 9:47 am

I have a set of class e1 scbs switched off power wise. When I make a run for it to the edge toi sit and await a recharge i use them. gives me 2 rings back so i can jump back in earlier but its a one shot scb really. Usually after taking down a Conda i need them. I like to cling to their butts and burn them to death. Its a bit of a compromise as I often like to go a do some bounty hunting too and thus power management is required. I switch one of my beams off and then switch the scb on, recharge and then reswitch on the beam and get back into the fight. The E1 scb cannot be used in the fight you have to leg it. This coincides with a cup of tea and a smoke. I cant smoke and fight. I usually blind myself with smoke and burn my lip. FD need to look at this issue, its immersion breaking. :)
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Re: Vulture... hmm...

Postby TorTorden » Tue Sep 01, 2015 10:32 am

clivewil wrote:
Falcon_D wrote:
you must practically drop all shield boosters

it depends on your power management i guess. i typically run one A0 and one E0 on the majority of mine, but i don't use a KWS.

It depends on fit obviously, and I am exaggerating slightly.
KW scanning is crucial unless you are in conflict zones or undermining, in RES's and at nav points the KW scanner on average add at least 50% to the bounty value of a ship, on case by case basis the KW scanner could double bounty value.

I have seen plenty of dropships etc that start off on a 40k bounty, after scan, they are worth 140k.

Could do something like this, http://coriolis.io/outfit/vulture/44A5A ... bn=vulture
a 4a sensor would be nice in RES's but would make things that much more tighter power management wise, could for instance completely forget about having a shield cell live.
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Re: Vulture... hmm...

Postby StaticRadion » Tue Sep 01, 2015 3:36 pm

I love the Vulture, but since entering super cruise no longer regenerates your shields it has been dry docked at a station. Once you get the Clipper or Python you will really start to understand what it is to have a powerful ship with good shields that can last in a fight.
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Re: Vulture... hmm...

Postby TorTorden » Tue Sep 01, 2015 3:53 pm

StaticRadion wrote:I love the Vulture, but since entering super cruise no longer regenerates your shields it has been dry docked at a station. Once you get the Clipper or Python you will really start to understand what it is to have a powerful ship with good shields that can last in a fight.


That's why I started having shield cells on board, even though I have to retract guns to use them.
The clipper is almost three times the physical size of a vulture, and no stronger shields than a vulture, if not even weaker. That and the hard points is the clippers only real flaws imo.

The python is in my opinion the next step up, but while you can have a great vulture for 20 mil. A decent combat python costs a 120 mil.
Last edited by TorTorden on Tue Sep 01, 2015 3:58 pm, edited 1 time in total.
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Re: Vulture... hmm...

Postby bootsam » Tue Sep 01, 2015 3:57 pm

I generally scarper to the periphery of the combat zone and wait to recharge my shields. It is then that I use my E1 SCB if i have them left. I can and do spend hours in a CZ on my own with no trouble against the big guns. You just dont fight them at a distance. get in close right up their jacksy and cling to it like a cleggy. Vulture manouverability and C3 beams toast them.
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Re: Vulture... hmm...

Postby TorTorden » Tue Sep 01, 2015 4:08 pm

Yup. The Vulture actually gets more shield strength than a clipper with 3x a class boosters and a class 7 a rated shield generator.

Vulture : 518.4 Mj shield.
Clipper: 489.9Mj shield, 550 max without kw scanner and three a boosters.

And a clipper will take a lot more hits than a vulture due to its lack of manouverability the Vulture would dance around and not even get hit. Until you have more than one target shooting you then you are pretty much legging it.
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Re: Vulture... hmm...

Postby Roger Wilco Jr » Tue Sep 01, 2015 4:28 pm

TorTorden wrote:The vultur's Achilles heel is the power plant.
It is after all a small ship with two large guns.

Any fitting will be tight on power, just a-rating the vulture and you must practically drop all shield boosters, and do not even consider a kW scanner above d-rating.
Even while just using large pulse lasers.

Yeah, just C or D rate life support and sensors and then you will have power for shield boosters and a KWS, but you still need to keep the SCB offline - that's if using pulse lasers. With beams you may still have power problems.

I do like the Vulture, but I think I'm going to try the Python again when I get back from the core. It would be nice to have power to spare.


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Re: Vulture... hmm...

Postby Xebeth » Tue Sep 01, 2015 5:34 pm

The Vulture is an excellent one on one dog fighter, it's manoeuvrability lets you get behind and stay behind your target, but it doesn't stand up well to be swamped, and if anything runs from you then forget it.

For the price it probably gives the best value for money as a fighter, but that's it, if you want multi-role then other ships are better.
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Re: Vulture... hmm...

Postby robfm81 » Tue Sep 01, 2015 8:47 pm

I am shooting stuff like mad when i can get online to get enough cash for a python - only got a 15mil rated vulture and 12mil cash at the moment tho.

trading doesn't get me much as I am still clueless as to how to put together a worthy trade run.
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Re: Vulture... hmm...

Postby Mikey D » Tue Sep 01, 2015 10:38 pm

http://coriolis.io/outfit/vulture/24A5A ... BhEYyjp8g=

This is mine. Pulse lasers don't heat up as much as beams.


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