F.A.S. & VULTURE COMPARISON AGAINST BIG GUYS. (plasmas)

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  • เผยแพร่เมื่อ 3 ต.ค. 2024
  • Here you can see how the Vulture and the Federal Assault ship perform, both with only plasma accelerators. The vulture almost feels like cheating, because its handling is insane, and with 2 size 3 hard points, this ship is amazing. Against big ships like a Corvette, you can be out of their reach all the time, especially at its bottom, avoiding the 2 size 4 hard points that the Corvette has got on its top.
    The Federal Assault Ship is the only one that can compete with the Vulture at handling, although is much more heavy and has got much more momentum. I decided to get rid of most of the hull reinforcements to make it more light (because I built it shieldless and hull focused), and honestly, I like the result. Against big ships, just sacrifice hull for less mass and you will see how close to the Vulture it gets in terms of handling. Besides, the FAS has got 2 size 3 hard points too, plus another 2 size 2 ones.
    In the video, I am doing some bounty hunting missions. In the first part (the vulture one), I was hunting two different pirates, but sometimes happens what you saw in the video, that you find one of them, and the other followed you and comes in normal space from super cruise. Sometimes the other attacks your current target, as you see in the video, but other times they both attack you. Is not very pleasant when you choose 3 ELITE class missions in the same system, and suddenly you are dog fighting against 3 deadly Corvettes, but hey, is fun :). Sometimes they interdict you before you arrive to the location.
    THE BUILDS:
    -FAS: s.orbis.zone/jlyw
    -VULTURE: s.orbis.zone/jlz3
    o7

ความคิดเห็น • 12

  • @HailRider
    @HailRider 2 ปีที่แล้ว +1

    Nice work!

  • @pavelpechacek3380
    @pavelpechacek3380 2 ปีที่แล้ว +1

    good flying. Like your videos. Just a question: why don't you use NV for the videos?

    • @The-Man-On-The-Mountain
      @The-Man-On-The-Mountain  2 ปีที่แล้ว

      Hey, thanks a lot!
      What is NV?

    • @pavelpechacek3380
      @pavelpechacek3380 2 ปีที่แล้ว +1

      @@The-Man-On-The-Mountain night vision, when i fly with night vision on is have the feeling that the target is more visible

    • @The-Man-On-The-Mountain
      @The-Man-On-The-Mountain  2 ปีที่แล้ว

      @@pavelpechacek3380 Ah ok, I was thinking of some kind of editing program hehe.
      Yeah, I sometimes use it when it's too dark, but if it is not, I don't like it very much. But yeah, it's very helpful though.

  • @1heUndertaker
    @1heUndertaker 2 ปีที่แล้ว +1

    Fascinating ! And 150,000ls distance to target ... 😳😂
    I see you firing off heatsinks quite often, why is this done?
    Is it for keeping cool with the plasma weapons? Or is it to be harder to target/stay more invisible to the other ships? Or some other reason?
    How much engineering was on the ship, can you remember?
    Also, were the weapons all engineered?
    What would be your recommendations for engineering if I was thinking of building both of these (which I am wanting to do, after unlocking the engineers etc) ?
    Thanks again for sharing your experiences 👍
    o7

    • @The-Man-On-The-Mountain
      @The-Man-On-The-Mountain  2 ปีที่แล้ว +1

      The heat sink thing is because at first, I created this ship for one specific task: missions of surface settlement scanning to get pirates locations. When you scan the nodes in those settlements, many times their turrets start shooting at you like crazy, and those turrets are absolutely overpowered. So I wanted to be invissible for them when scanning and then run away.
      The problem is that it doesn't fkg work lol. Being below 20 or deploying heat sinks doesn't make you invissible for those turrets. But I left the utility mounts thst way. This build is shieldless but for those missions I mount a prismatic shield (I need to disable other modules), and when I have finished scanning, I come back and take another ship.
      But this build was entirely for combat, that's why I didn't bother to engineer the FSD and I made it shieldless because I am a big fan of all hull ships. The advantages is you are lighter, you have got more energy, and you can forget about the pips to systems.
      I didn't engineer the plasmas because they are extremely powerful already, but maybe I'll do.
      And yeah, both ships are heavily engineered. For the vulture you'll ned an engineered power plant, YES or YES. One of the caviats of that ship (maybe the only one) is the lack of energy.
      I have just left the builds in the description, but here you have them:
      s.orbis.zone/jlz3
      s.orbis.zone/jlza

    • @1heUndertaker
      @1heUndertaker 2 ปีที่แล้ว +1

      @@The-Man-On-The-Mountain Great ! Will take a look at the builds now ...
      Also, the shield-less build philosophy is interesting 👍
      There really are so many options ...
      I see on the Vulture that the plasmas are not engineered?
      If I was to engineer them, do you have any recommendations to try?

    • @The-Man-On-The-Mountain
      @The-Man-On-The-Mountain  2 ปีที่แล้ว +1

      @@1heUndertaker Efficient, focused, overcharged, or rapid fire, all depending on the ship, the amount of energy you have, and how you and your ship manage the heat. The rest options... I don't like them (but that is just me). And for PvE, the exp. effects, to me the most interesting are the dispersal field, oversized, multiservos, and flow control. But as always, is just my opinion. I think that some of the experimentals don't work so well on NPCs.

    • @1heUndertaker
      @1heUndertaker 2 ปีที่แล้ว +1

      @@The-Man-On-The-Mountain 🤓I knew it was going to be complicated 😅 More study and testing, cheers 👍

    • @The-Man-On-The-Mountain
      @The-Man-On-The-Mountain  2 ปีที่แล้ว +1

      @@1heUndertaker Oh yeah hehe, but that's one of the things that makes it interesting. Now keep in mind that my opinion is based on my piloting style. What is good for me, could be bad for you, and viceversa. There are so many styles and techniques!
      For the vulture, I forgot to mention that even with the power plant engineered to overcharged 5 and exp monstered, you'll need to go to action groups (I think is how it's called in english) in the right panel, and put in number 2, the FSD, the cargo hatch, and the interdictor, if you decide to mount one. If you don't know how it works, those numbers are the preference, being 1 the top preference, and 5 the lowest. That means that when your power plant can't provide enough power for everything, the modules with less preference will be disabled. It's a way to avoid turning on and off the modules manually. For instance, with the vulture, the FSD and the interdictor work with the hard points retracted, but when you exit suoer cruise and deploy the HP, the FSD and the interdictor automatically turn off, and if you want to escape, just retract the HP and the FSD has got power again. I guess you know this, but just in case...
      This is one of the cool features in this game. That's how you can make a jumpaconda for instance, with a small power plant to be lighter but using the action groups for preferences.
      Building ships in this game is a puzzle, and as you say, so many options!! 😃