Loadout 👉 www.erkul.games/loadout/Y5ymMDeK Radar Guide 👉 doctrine.substack.com/p/star-citizen-radar-guide Get ¤5000 aUEC credits when you get your starter pledge: STAR-ZX5B-ZK2H robertsspaceindustries.com/enlist?referral=STAR-ZX5B-ZK2H
No worries! Stealth didn't really work properly until last year. It takes them a while, but for the most part they keep to original concepts, I expect we'll see more stealth changes when Scanning/Exploration/Data Running gameplay finally comes around.
Fantastic video, never realised about the ambient ir/em thing before! I really should read up more but also never focused on a stealth build. The time spent on the graphic representations, well worth it.
💜 top - bottom = total. Whichever total is highest is where you'd be in idris sensor range as it's radar constant is 1.0, everything else is lower. Quick read for ya 🤣
Thank you! Could I have added another few minutes with some practical examples/conditionals? Absolutely, but I try to keep things as tight and to-the-point as possible
Oh we're far from alone, what did make me chuckle whilst recording the footage for this was another salvager appearing in the belt with a stock loadout lit up like a christmas tree, I targetted him and he started spinning around looking
Thank you! I will likely be doing more, Vulture/core came first as salvage is my main game-loop and I've been seeing so many stock loadout vultures around Pyro the past week haha. If you have any specific ships in mind let me know!
Was considering doing this BUT... If you're a vulture pilot... You absolutely need to know how to drop off within the Aaron Halo. This is bread and butter for all miners and salvage operators. If you cross over the Aaron Halo from a broken off travel path, it is NEARLY impossible to be found. Been doing this for years and have never ever ever been bothered.
100% (and, same hah) that's already part of a much broader video that's in the works. This standalone video was born out of the sheer amount of stock loadout vulture's I've seen the past week in Pyro and clips from pirate creators at Yela
How is the Halo Vs Yela’s rings? I usually hit Yela’s rings since the concentration of panels is crazy. I never go more than 30 seconds without a panel signal. Plus Terra Mills and Orison are so close for selling. I’ve been salvaging there for years and can count on one hand how many times I throttled away and jumped as a safety measure due to a player popping up on my scopes. Now with master modes it’s a extremely easy to Nav mode away and QT.
@jimc7022 Great question. The Aaron Halo circumvents the entire Stanton star system. It's huge and varies in density depending on where you stop in it. There are documented maps on the internet showing where you can find it. There are zero quantum points around Aaron Halo so it is next to impossible to find anyone whatsoever in them.
@@jimc7022 The halo doesn't have as many close together panel groups, but I've found that they are mostly larger clusters that have way more of the big plates. I mostly tend to go there with the reclaimer for long stints and bedlogging rather than the vulture.
Only if they are observing you from above or below / angled to include the broadest area. This is why you need to be on the ball with jump-in points and observing your own radar, then you can turn to face them head on and drop to 3.3km
so just curious, what good is getting the ir and em down if the cross section is still super high? doesn't it just use whatever is the highest when radar hits?
It's only super high when you're presenting the most visible side to an observer. So if you see a contact appear at 12k, if you turn to face them, you'll vanish from their view
Ah yes, changing the shields so that they have a couple hundred more hp is surely helpful if you wanna protect against players... considering you'll want to run more than fight any player you might encounter and in nav mode the shields are off.... Regardless, if you meet a qed ship you're toasted anyway...
Over 1000 more HP and nearly double the regen rate on the shields. If you're paying attention no one should be able to get a shot off on you whilst salvaging anyway. The shields are more for if you get caught off-guard by a chancer and going into hangar.
@@Mrkrakenfor personal experience whenever me and my friends caught vultures up in Stanton or pyro, the shields fail in no time whatsoever, probably because they haven't upgraded to the ones you suggested, but what the real defence of the vulture is, it's the hull HP, we are used to shooting at that ship with size 5s from a Mirai guardian, or shooting it with the dual size 6s from a Polaris and that ship is crazy durable... The reason pretty much nobody escapes us is either they are too tunnel visioned and don't notice us approaching... Or we just have a qed like cutty blue, mantis or guardian, so the guy is screwed anyway. That is the only reason I feel like you could refrain from upgrading the components of the vulture; unless the stock components are actually bad from the start, and so it's a no brainer to upgrade to something else
@@JoyGamer23 Yeah they key points are "Don't be seen" and "Pay attention". The majority of salvagers die/get pirated only because of complacency. I've been salvaging right outside Checkmate most of the week and not had a single shot fired at me because I'm aware of what's around and my own signatures/angles. Vulture hull strength is great, shields are a bit crap. But also another reason for the shields is the same reason for putting attritions on, I don't just panel scrape, I also do merc missions or if an NPC appears in the belt 🤣
It doesn't matter, there will be someone waiting at the cargo elevator to kill you from a safe distance anyway. I don't know what CIG is thinking, but if someone kills you at an outpost... they should not be able to unload your ship without any form of resistance while you are waiting five minutes on a ship, lost 400k and have to fly 60Gm back to your corpse.
@Mrkraken if only they accepted my goods... I honestly don't care, but I'm mostly highlighting a problem here and that is that "PvP" has no consequences at all as you can just behave like dog shit and still be rewarded. It shouldn't even be reputation based, you fire a gun in a town? You lose all reputation. Right now you can just wait at an outpost, sent the elevator down and get rewarded. That should not be possible. Besides this, all the professions are bait professions as you are fiddling with things you are 100% vulnerable and there is literally nothing you can do. "Contact"... beep beep... boom. You can't even get away from a single missile attack.
Loadout 👉 www.erkul.games/loadout/Y5ymMDeK
Radar Guide 👉 doctrine.substack.com/p/star-citizen-radar-guide
Get ¤5000 aUEC credits when you get your starter pledge: STAR-ZX5B-ZK2H robertsspaceindustries.com/enlist?referral=STAR-ZX5B-ZK2H
WOW! I did not know stealth was so detailed in this game, thanks for providing the design document references!
No worries! Stealth didn't really work properly until last year. It takes them a while, but for the most part they keep to original concepts, I expect we'll see more stealth changes when Scanning/Exploration/Data Running gameplay finally comes around.
Fantastic video, never realised about the ambient ir/em thing before! I really should read up more but also never focused on a stealth build. The time spent on the graphic representations, well worth it.
💜 top - bottom = total. Whichever total is highest is where you'd be in idris sensor range as it's radar constant is 1.0, everything else is lower.
Quick read for ya 🤣
Excellent video! Im only an occasional Vulture pilot, but the concise description of detection mechanics is fantastic. Thank you!
Thank you! Glad it was helpful!
great work, great video..
to pack everything within 5min to understand the emissions / radar signals and components impact.
Thank you! Could I have added another few minutes with some practical examples/conditionals? Absolutely, but I try to keep things as tight and to-the-point as possible
gotta love a stealth Vulture. Nice to see the signatures finally making a difference.
Yeah, I chopped a bit out where I stalked someone in a stock vulture at L2 😅
Excellent video!
Thank you! And thanks for taking the time to comment!
Nice. I was thinking about this. Awesome to see a helpful build. I will try this. Thank you
You're welcome!
Nice to see im not the only one who does this kind of build. 😊
Oh we're far from alone, what did make me chuckle whilst recording the footage for this was another salvager appearing in the belt with a stock loadout lit up like a christmas tree, I targetted him and he started spinning around looking
@Mrkraken from the shadows you spooked them
Great presentation of concepts in a simple and concise manner. Please do more of these for other ships! Sub’d
Thank you! I will likely be doing more, Vulture/core came first as salvage is my main game-loop and I've been seeing so many stock loadout vultures around Pyro the past week haha. If you have any specific ships in mind let me know!
Woah, this is a well produced video dude
Thank you!
Was considering doing this BUT... If you're a vulture pilot... You absolutely need to know how to drop off within the Aaron Halo. This is bread and butter for all miners and salvage operators. If you cross over the Aaron Halo from a broken off travel path, it is NEARLY impossible to be found. Been doing this for years and have never ever ever been bothered.
100% (and, same hah) that's already part of a much broader video that's in the works. This standalone video was born out of the sheer amount of stock loadout vulture's I've seen the past week in Pyro and clips from pirate creators at Yela
that’s where I always go. fewer groups of panels, but much bigger in quantity.
How is the Halo Vs Yela’s rings? I usually hit Yela’s rings since the concentration of panels is crazy. I never go more than 30 seconds without a panel signal. Plus Terra Mills and Orison are so close for selling. I’ve been salvaging there for years and can count on one hand how many times I throttled away and jumped as a safety measure due to a player popping up on my scopes. Now with master modes it’s a extremely easy to Nav mode away and QT.
@jimc7022 Great question. The Aaron Halo circumvents the entire Stanton star system. It's huge and varies in density depending on where you stop in it. There are documented maps on the internet showing where you can find it. There are zero quantum points around Aaron Halo so it is next to impossible to find anyone whatsoever in them.
@@jimc7022 The halo doesn't have as many close together panel groups, but I've found that they are mostly larger clusters that have way more of the big plates. I mostly tend to go there with the reclaimer for long stints and bedlogging rather than the vulture.
awesome stuff 🔥
Eyyy chonk! Thanks man 💜
The Cross Section of the Vulture is 12.5K so lowering EM and IR below that is great etc but they will still see you 9 to 11 km away.
Only if they are observing you from above or below / angled to include the broadest area. This is why you need to be on the ball with jump-in points and observing your own radar, then you can turn to face them head on and drop to 3.3km
so just curious, what good is getting the ir and em down if the cross section is still super high? doesn't it just use whatever is the highest when radar hits?
It's only super high when you're presenting the most visible side to an observer. So if you see a contact appear at 12k, if you turn to face them, you'll vanish from their view
@@Mrkraken as we are salvaging in the asteroid fields, how is crossfaction affected by nearby asteroids?
didnt they remove Stealth and military components from Stanton shops?
A-Grade are now contested zone loot but lower are still buyable
Pretty much my exact Vulture loadout except iuse ballistic scatterguns because they're great for opening doors.
Makes perfect sense from a utility standpoint!
Ah yes, changing the shields so that they have a couple hundred more hp is surely helpful if you wanna protect against players... considering you'll want to run more than fight any player you might encounter and in nav mode the shields are off.... Regardless, if you meet a qed ship you're toasted anyway...
Over 1000 more HP and nearly double the regen rate on the shields. If you're paying attention no one should be able to get a shot off on you whilst salvaging anyway. The shields are more for if you get caught off-guard by a chancer and going into hangar.
@@Mrkrakenfor personal experience whenever me and my friends caught vultures up in Stanton or pyro, the shields fail in no time whatsoever, probably because they haven't upgraded to the ones you suggested, but what the real defence of the vulture is, it's the hull HP, we are used to shooting at that ship with size 5s from a Mirai guardian, or shooting it with the dual size 6s from a Polaris and that ship is crazy durable...
The reason pretty much nobody escapes us is either they are too tunnel visioned and don't notice us approaching... Or we just have a qed like cutty blue, mantis or guardian, so the guy is screwed anyway.
That is the only reason I feel like you could refrain from upgrading the components of the vulture; unless the stock components are actually bad from the start, and so it's a no brainer to upgrade to something else
@@JoyGamer23 Yeah they key points are "Don't be seen" and "Pay attention". The majority of salvagers die/get pirated only because of complacency. I've been salvaging right outside Checkmate most of the week and not had a single shot fired at me because I'm aware of what's around and my own signatures/angles.
Vulture hull strength is great, shields are a bit crap. But also another reason for the shields is the same reason for putting attritions on, I don't just panel scrape, I also do merc missions or if an NPC appears in the belt 🤣
It doesn't matter, there will be someone waiting at the cargo elevator to kill you from a safe distance anyway.
I don't know what CIG is thinking, but if someone kills you at an outpost... they should not be able to unload your ship without any form of resistance while you are waiting five minutes on a ship, lost 400k and have to fly 60Gm back to your corpse.
Yeah reputation related consequences are severely lacking, but knowing that, why sell at outposts? Most stations have a perfectly acceptable buy price
@Mrkraken if only they accepted my goods...
I honestly don't care, but I'm mostly highlighting a problem here and that is that "PvP" has no consequences at all as you can just behave like dog shit and still be rewarded.
It shouldn't even be reputation based, you fire a gun in a town? You lose all reputation.
Right now you can just wait at an outpost, sent the elevator down and get rewarded.
That should not be possible.
Besides this, all the professions are bait professions as you are fiddling with things you are 100% vulnerable and there is literally nothing you can do.
"Contact"... beep beep... boom.
You can't even get away from a single missile attack.
@@sjoerthe stealth builds help drastically with missile avoidance.
@TheNathanfields not if you are sitting still