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Post by Al-pocalypse on Feb 17, 2016 10:22:51 GMT
Hopefully I will be the proud owner of one by the end of this weekend.
How would you kit yours out?
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Post by Souvarine on Feb 17, 2016 11:55:51 GMT
Lightning fast responses from me today - the joys of being sick... Here's my Vulture: coriolis.io/outfit/vulture/24A5A4A3D5A4A3C1e1e0k000000B22b272525.Iw18AykA.IwBj4zyA?bn=BansheeMine is a local-space endurance fighter, hence all the hull reinforcement and the non-ammunition weapons. Vulture key facts: - It is basically a heavy weapons platform - Power availability is its main shortcoming - It is one of the most maneuverable ships in the game (if a little uninspiring to fly) - It is well-armoured (hence all the ramming) You can either go one of two ways regarding the power issue: 1. Play to its strengths and use it to wield whatever C3 weapons you like, compromising on power elsewhere (eg lower grade sensors, shield, scanners etc) 2. Try to balance it, with power-efficient weapons to allow for more power-hungry internals (as I have above) Either of these are viable but some would say that using it for anything other than wielding the biggest and most ridiculous guns you can is kind of missing the point! It is one of the best ships to use bi-weaves on, as they allow it a similar shield regeneration rate as the smaller fighters - and all that armour means you don't have to worry much while they're recharging. Fixed weapons work fine on it as its so maneuverable and the hardpoints are close together and well-positioned. Jump range is serviceable and the small fuel tank means scooping is fine, but what holds it back from being an effective weapon at range is its speed. It is not quick, meaning that running from the Feds isn't as easy as it would be with the Asp, say. When C3 multicannons are put into the game I'm immediately going to stick two of them on my Vulture, because a) I flipping love multicannons and b) they will allow me to use more power elsewhere.
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Post by Al-pocalypse on Feb 19, 2016 15:51:49 GMT
I present, for the wing's perusal, the Nasty Spiky Thing
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Post by Al-pocalypse on Feb 19, 2016 18:20:05 GMT
This ship is insane! I love it!
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Post by Tanith Low on Feb 19, 2016 19:41:19 GMT
Nice, Very nice.
coriolis.io/outfit/vulture/24A5A4A3D5A4A3C0u2b00000000B22b272525.Iw1kAweQ.CwBj-BmSIRjIA===?bn=Bulldog
Mine. Like tom it's primarily for CZ's.
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Post by Souvarine on Feb 19, 2016 21:05:26 GMT
Does look nice. Lovely job.
My only thoughts would be...
Does a single C3 pulse laser deal enough damage to deal with targets you can't land a plasma shot on? Might want to upgrade to a beam if not.
Also, the point of bi-weaves is that they're weaker but recharge a lot faster. Adding a shield booster makes them slightly stronger and take longer to recharge - which kind of goes against the object of bi-weaves, perhaps. Plus they're really power-hungry which isn't ideal on a ship where power is at a premium.
Just thoughts! Looks good nonetheless
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Post by Al-pocalypse on Mar 30, 2016 8:58:03 GMT
Am going to run a couple of updates to this build:
Switching the Pulse Laser for a Burst Laser: higher DPS and no impact on capacitor utilisation. Switching Shield Booster for 2nd Chaff: A suck it and see sort of change.
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Post by Tanith Low on Mar 30, 2016 9:52:30 GMT
I'm considering a fixed burst on mine. Ronan and I were playing around with it and discovered that fixed weapons are where the burst laser really shines.
2 chaff is definitely a good move for the vulture IMHO, mute useful than the booster given the size and agility of the ship.
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Post by Al-pocalypse on Mar 30, 2016 10:01:22 GMT
I'm considering a fixed burst on mine. Ronan and I were playing around with it and discovered that fixed weapons are where the burst laser really shines. 2 chaff is definitely a good move for the vulture IMHO, mute useful than the booster given the size and agility of the ship. I was looking at the beam. However, I was put off it because it runs down the capacitor, which somewhat negates my tactic of mashing people with plasma balls whilst lasering them.
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Post by Ronnie Kane on Mar 30, 2016 11:34:44 GMT
The capacitor is why I changed my FDL to a cannon. On the Python's 7A capacitor I'm now running 3 PAs, which is truly awesome (when it hits).
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Post by Al-pocalypse on Mar 30, 2016 11:58:07 GMT
A beam and a cannon may be interesting, but does the beam dps make up what you lose switching from plasma to cannon?
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Post by Tanith Low on Mar 30, 2016 13:30:32 GMT
If you can land the Plasma shots there's no comparison.
I would seriously try using a beam and a plasma though. I roll with that and it's devastating. Single beam drains the cap at the same rate as 2 pulse. and I've never really felt like I'm wanting for power from the cap.
As for burst having had a bit of play I have come to the following conclusion. Beam is the best for gimbals, Although it has slightly better DPS it delivers that damage evenly distributed over the course of a second and so is at it's best when you can keep it on target.
The burst on the other hand delivers its damage in a much more concentrated way and so is great for fixed weapons where you can line up a shot and unleash a lot a damage very quickly.
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Post by Al-pocalypse on Mar 31, 2016 7:27:13 GMT
I gave the burst + plasma a run last night and it was pretty devastating.
Next I'll try the beam+cannon. would you recommend gimbled or fixed cannon?
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Post by Tanith Low on Mar 31, 2016 8:24:05 GMT
Projectile speed is slow enough that gimbals is pretty useful. Also helps with power plant sniping, the large cannon does ridiculous module damage.
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Post by Souvarine on Mar 31, 2016 13:32:42 GMT
I like the sound of fixed bursts... Maybe one to try for my FAS
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Post by Tanith Low on Mar 31, 2016 13:45:02 GMT
That would be an excellent mount for them with it's maneuverability.
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Post by Al-pocalypse on Apr 2, 2016 21:41:52 GMT
Ok, below are the combinations I've tried today and my thoughts on each:
Beam + Cannon: I found that between the beam running down the capacitor and the reduced damage output of the cannon (compared to plasma), I was eating ammo very fast and required a lot of restocks. Average bounty haul per solo sortie: 1.5 mil
Beam + Plasma: The glass cannon, devastatingly effective if you have a wingman, any ship becomes tissue paper. However, solo I found that you had to wait a bit too long as your capacitor recharged and that gave enemies time to charge shields and shoot me. Average bounty hall per solo sortie: 2.4 mil
Pulse + Plasma: Very smooth to run with, you are able to fire the pulse constantly and your capacitor still charges at a reasonable rate, not a bad damage output though large ships can take a little while. Average bounty hall per solo sortie: 3mil
Burst + Plasma: Similar to pulse, though the capacitor doesn't charge up quite as quickly. However, this is offset by the increased dps of the burst laser, especially on more mobile targets. Average bounty hall per solo sortie: 3mil
Summary: My choice is burst + plasma if I am going solo. However, if I have a wingman and we are looking to tear shit up, then it will be the Beam + Plasma
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Post by Souvarine on Apr 3, 2016 0:14:55 GMT
This is really interesting! I like the empiricism, very useful for basing loadout decisions upon. Good work.
Were these all fixed weapons?
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Post by Al-pocalypse on Apr 3, 2016 12:07:40 GMT
This is really interesting! I like the empiricism, very useful for basing loadout decisions upon. Good work. Were these all fixed weapons? No, I went with Rob's advice and used gimbles for all (other than the plasma).
Also, I should add the caveat that a lot of this depends on how comfortable you are with using the plasma. My combat style with AI is very much "get close and personal", therefore the plasma hits are relatively simple. If you're more of a long-distance joust or circle combatant, then the cannon may well be better due to projectile speed and gimbling.
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