Elite Dangerous Vulture Bounty Hunting – High Intensity Resource Extraction Site09:41

Published on December 20, 2015

We go snake hunting in their natural habitat – the High Intensity Extraction sites 😉 I recently upgraded to a Vulture so this is also sort of a PvE look at the ship with my current cheap loadout.

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The Vulture is a heavy space superiority fighter. Cost 4,925,615 CR.

With its two large hardpoints, the Vulture sports superb fire power for its relatively small frame. Although it lacks top speed compared to other ships, its lateral thrusters put the ship among the most agile and manoeuvrable fighters, thus allowing for more powerful lateral slides and vertical hops.

The Vulture’s main drawback is its limited power capacity given the two large hardpoints and the excessive amounts of utility mounts and internal compartments on offer, which can be counteracted to a degree by smart module priority control and sacrifices in the loadout choice.

The two large hardpoints are located above and behind the cockpit, about halfway down the hulk of the ship. They are well suited for any type of weapon mount — fixed, gimballed, or turreted — and capable of shooting at targets even slightly underneath the waterline of the hull. Merely fixed weapons may have slight issues with converging on smaller targets like Sidewinders, Eagles, or Haulers.

Module priority control is a form of smart power management. By manipulating the power draw priority of lesser modules this method allows players to outfit their ships with higher-quality components which would otherwise cause system shutdown due to power draw excess.

Module priority control
By setting module priorities this Vulture is kept completely operational at a total power usage of 121%
To set up a hierarchy for power usage, the priority number in the Modules tab on the right-side panel can be changed for each individual module. Priority ranges from numbers “1” (highest priority) through “5” (lowest priority). For instance, a module with “5” has the lowest possible priority and will shut down first in the case of power draw excess.

The idea is to set the highest number (“5”) for modules which are expendable in combat. This includes Cargo Hatch, Frame Shift Drive, Fuel Scoop, and so forth.

Once module priority control is employed, the modules concerned are disabled and re-enabled automatically whenever hardpoints are deployed and retracted.

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