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Has anyone got a decent Vulture loadout they would like to share? I have been hanging around RESs and was using 2 Class 2 Gimbled beams. I now have 1 Class 3 and 1 Class 2 and the heat is a bit of a killer. Is going pulse or burst worth it?
 
Has anyone got a decent Vulture loadout they would like to share? I have been hanging around RESs and was using 2 Class 2 Gimbled beams. I now have 1 Class 3 and 1 Class 2 and the heat is a bit of a killer. Is going pulse or burst worth it?

I've got my own perfect layout, I opted for class 3 Pulse lasers and it's the perfect match for my ship.
No need for ammo reload and does insane damage, Anacondas, Pythons and Clippers stand no chance :D.

When I fly back tonight I'll post my full ship spec.
 
I found the biggest thing with taking on an Anaconda especially if your gradually progressing your ship and loadout and are on a limited budget is confidence!

Sounds a bit random but here me out, I found that I would drop in on a kill mission and try and manouver around him to get behind where his weapons could do the least damage but I would never get near enough to get in close as he would have my shields down before I could get close. I tried this in an Viper, an Cobra and an Asp all with the same result, getting battered with out really making a dent on him.

Once I had a bit more money and I was not so paranoid about loosing my ship I started to get a bit braver and just immediately boost towards him and get in behind him, I could then actually start doing damage to him while sometimes keeping in the fight long enough to get his shields down and even if I got hammered I could time my break off to get away with out to much damage
Once I was confident that I could actually live with the beast for more than a few seconds then I started to experiment with chaff (really useful) and gimbled weps and also a shield cell once I could afford it.
As the rest of the guys have said targeting the power plant or other critical systems really helps speed the process up but you still need to get in there with enough shield left to be able to stay in the fight and that comes down to the confidence thing
 
Has anyone got a decent Vulture loadout they would like to share?
C2 Beam Laser
C2 Multicannon
A modicum of flying skill

I only ever leave RESes because I've run out of ammo.
I'm sure twin lasers are better because they don't need reloading or whatever, but I find the m/c rips hulls apart nicely and I like the sound of it.
I'll be switching back to my Asp simply because I miss the noise of four m/cs chewing through the enemy!!

Ditto. I tried the power plant a few times, and I must be a bit rubbish 'cos I kept getting walloped.
You have to go through the hull to reach it and there's less to get through if you shoot from beneath. IIRC, you need to shoot Fed Dropships through the top side and Clippers from under... Pythons are also on top, I think.
 
Thanks chaps, some decent food for thought there. I love having the gimballed weapons as the Vulture is so maneuverable you can just keep pouring the fire into whatever you're chasing.
 
Has anyone got a decent Vulture loadout they would like to share? I have been hanging around RESs and was using 2 Class 2 Gimbled beams. I now have 1 Class 3 and 1 Class 2 and the heat is a bit of a killer. Is going pulse or burst worth it?

Go class 3, anything less is a waste on the Vulture. I went for pulse as with a good power distributor they can fire for a long time.
 
Just had my first go at this, built up 3000cr and invested it all in cargo only for some guy called Cydonia to blow me up right outside a station. To compound my misery I somehow got fined 600?

Is there any way around the long warps across big systems?
 
Just had my first go at this, built up 3000cr and invested it all in cargo only for some guy called Cydonia to blow me up right outside a station. To compound my misery I somehow got fined 600?

Is there any way around the long warps across big systems?

That's unlucky. However the best way to make credits at the start is to take the jobs from the bulletin boards in the stations that require you to take cargo to another station without having to buy anything. Or picking up data (usually a black box) from a unidentified signal source (USS) and taking it back.

Or, go to a resource extraction site (RES) and try and get the last hit on a wanted ship that the local authority are taking down.

And as for 'long warps across big systems?' are you talking about when a station is 100's of Light Seconds away from a star or the distances between the stars themselves?
 
Sigh... still not getting this game...

I thought Ive upgraded my weapons/shields/power plant etc and decided to go after an anaconda.

Flying towards it face to face BOOM, shields down in one go and hull strength plunging....

ANy pointers folks?

Using Cobra and 4 Beam lasers (combination of Class 1 and 2..... reading that just now, Im thinking this is probably not enough?)

But then Cobra hardpoints are maxed at 2 for weapons, I thought Cobras and VIpers were the best in terms of DPS?

As others have said, go for the power plant. Here's me taking out an Anaconda with a fixed cannon, aiming straight for the power plant.

 
I found the biggest thing with taking on an Anaconda especially if your gradually progressing your ship and loadout and are on a limited budget is confidence!

Sounds a bit random but here me out, I found that I would drop in on a kill mission and try and manouver around him to get behind where his weapons could do the least damage but I would never get near enough to get in close as he would have my shields down before I could get close. I tried this in an Viper, an Cobra and an Asp all with the same result, getting battered with out really making a dent on him.

Once I had a bit more money and I was not so paranoid about loosing my ship I started to get a bit braver and just immediately boost towards him and get in behind him, I could then actually start doing damage to him while sometimes keeping in the fight long enough to get his shields down and even if I got hammered I could time my break off to get away with out to much damage
Once I was confident that I could actually live with the beast for more than a few seconds then I started to experiment with chaff (really useful) and gimbled weps and also a shield cell once I could afford it.
As the rest of the guys have said targeting the power plant or other critical systems really helps speed the process up but you still need to get in there with enough shield left to be able to stay in the fight and that comes down to the confidence thing
For Anaconda's
In Resource Extraction Sites, I hide behind rocks till the Defense force has beaten it down, then pop out and finish the job... :)
 
That's unlucky. However the best way to make credits at the start is to take the jobs from the bulletin boards in the stations that require you to take cargo to another station without having to buy anything. Or picking up data (usually a black box) from a unidentified signal source (USS) and taking it back.

Or, go to a resource extraction site (RES) and try and get the last hit on a wanted ship that the local authority are taking down.

And as for 'long warps across big systems?' are you talking about when a station is 100's of Light Seconds away from a star or the distances between the stars themselves?

100's of light seconds.
Thanks for the tips.
 
As others have said, go for the power plant. Here's me taking out an Anaconda with a fixed cannon, aiming straight for the power plant.

What ship is that bud?

Also are you using flight assist there? You seem to be able to bank and turn so sharply!
I cant do that with Cobra or Viper!
 
My bad :)

But seriously how the hell do you achieve such turn rates, are these even achievable in a Viper?

Also does mass affect turning rate significantly?
 
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