What does the FGS need?

Right now the FGS seems a bit mediocre. The only thing it really has over the FDS is a grade larger power distributor and 2 small hardpoints.

I think maybe a boost in its base armour stats would do it good, maybe even replacing the 2 smalls with 2 mediums? It is pretty heavy it doesn't do ground combat very well and its shields are mediocre. And even though it has a lot more engine compared to the Dropship or Assault ship it still drifts and they don't do much for acceleration even though the hull mass of the Dropship and Gunship is the same.

Clearly hull mass ain't everything since apparently the Condas hull weighs the same as a Clipper and less than an Orca or FAS but the FGS has less internals than the Dropship and I refuse to believe that 2 small hardpoints and a slightly bigger power coupling is going to weigh it down that badly.

Oh and when they fixed it's SC maneuverability they didn't fix it's yaw speed so it yaws faster than it pitches. It seems like the person working on the FGS was in actuality an imperial sympathizer.
 
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Read the description, it gets a fighter bay.

It's a fire support ship, with the fighter it honestly won't need anything else.
 

Deleted member 38366

D
It's true, there's no fixing the FGS really. Not even a top-notch L5 Dirty Drive roll does the trick sufficiently.
My last hope for the FGS that I kept mothballed was that the agility fixes also addressed its very poor agility.
But after seeing lower agility even than my Corvette, I ditched that ride for good as I have no use for a combersome, slow sitting duck in a Conflict Zone.

But as a pure Support Ship, it's actually quite good.
A pity, technically it's an interesting Ship. If only it could turn in combat.
Purely PvE, that Fighter Bay could end up being very useful if the Fighter repeatedly aggros the NPCs, allowing the FGS to get an easy firing solution.
 
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Read the description, it gets a fighter bay.

It's a fire support ship, with the fighter it honestly won't need anything else.

Yay, 1 fighter and one less internal.

I really doubt it'll do much.

What does fire support mean? I'm pretty sure any ship when you are in a wing of 2 or more serves the role as a ''fire support vessel''. I don't think anyone has said: ''You need support? Don't worry I'll grab my Gunship and help you out!'' ever. It has a lot of hardpoints sure but as far as I know there isn't much benefit to having more hardpoints vs more firepower if your enemy knows the difference between a large and a small hardpoint they'll probably deal with the Corvette or whatever you are fighting alongside of.
 
Yay, 1 fighter and one less internal.

I really doubt it'll do much.

What does fire support mean? I'm pretty sure any ship when you are in a wing of 2 or more serves the role as a ''fire support vessel''. I don't think anyone has said: ''You need support? Don't worry I'll grab my Gunship and help you out!'' ever. It has a lot of hardpoints sure but as far as I know there isn't much benefit to having more hardpoints vs more firepower if your enemy knows the difference between a large and a small hardpoint they'll probably deal with the Corvette or whatever you are fighting alongside of.
Guessing you have not been keeping up with 2.2. Fighters are pretty powerful. Basically more agile than Eagles and class 3 hard points.
 
It's true, there's no fixing the FGS really. Not even a top-notch L5 Dirty Drive roll does the trick sufficiently.
My last hope for the FGS that I kept mothballed was that the agility fixes also addressed its very poor agility.
But after seeing lower agility even than my Corvette, I ditched that ride for good as I have no use for a combersome, slow sitting duck in a Conflict Zone.

But as a pure Support Ship, it's actually quite good.
A pity, technically it's an interesting Ship. If only it could turn in combat.

What how? Am I just being simple minded because I really can't see any scenario where any other medium sized combat speced ship wouldn't do more good. It can't really do fly swatting because of it's poor maneuverability unlike the FDL which can do that and is still effective against bigger ships.

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Guessing you have not been keeping up with 2.2. Fighters are pretty powerful. Basically more agile than Eagles and class 3 hard points.

I have not no.. but I was hoping that they wouldn't make them so powerful that the Corvette would be the end all ship with a fighter against a more agile ship and yet still useful helpful enough for the Keelback and Gunship to have some defence. But I didn't have high hopes and was betting they would probably be a bit underpowered and that Frontier learnt their lesson with the engineers. Apparently not.
 
What how? Am I just being simple minded because I really can't see any scenario where any other medium sized combat speced ship wouldn't do more good. It can't really do fly swatting because of it's poor maneuverability unlike the FDL which can do that and is still effective against bigger ships.

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I have not no.. but I was hoping that they wouldn't make them so powerful that the Corvette would be the end all ship with a fighter against a more agile ship and yet still useful helpful enough for the Keelback and Gunship to have some defence. But I didn't have high hopes and was betting they would probably be a bit underpowered and that Frontier learnt their lesson with the engineers. Apparently not.
They are easy to kill, well they are fragile. With the mother ship having proper weapon mods they might be more survivable.
 
Are you serious?

The FGS is an awesome ship. Its now my go-to ship for combat. I had meant to use it for specific types of combat, and the FAS would be my default for things like RES and CZ, but the Gunship... man, those 7 hardpoints filled with MCs. Its just pure dakka heaven. Got a couple of incendary mods on the bigger ones and it just rips shields and ships to shreds.

The FGS does not need a buff. And when 2.2 comes out... oh man, its going to be sweeeet.

PS: Only have rank 3 clean drive tuning at the moment. Do plan on getting rank 5 dirty at some point, which will make it even more awesome.
 
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Are you serious?

The FGS is an awesome ship. Its now my go-to ship for combat. I had meant to use it for specific types of combat, and the FAS would be my default for things like RES and CZ, but the Gunship... man, those 7 hardpoints filled with MCs. Its just pure dakka heaven. Got a couple of incendary mods on the bigger ones and it just rips shields and ships to shreds.

The FGS does not need a buff. And when 2.2 comes out... oh man, its going to be sweeeet.

But I can just buy a clownshoe put on 5 MCs better shields faster more agility and do the same thing just more effectivly. Maybe for like 10-20mil more?

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Roughly based on their damage during videos from Gamescom.

I really really doubt they'll be anywhere near that. They basicly put on class 3 shields on that Python and the hull of a Sidey on that Python.
 
But I can just buy a clownshoe put on 5 MCs better shields faster more agility and do the same thing just more effectivly. Maybe for like 10-20mil more?

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I really really doubt they'll be anywhere near that. They basicly put on class 3 shields on that Python and the hull of a Sidey on that Python.

1. it is always a bit strange imho to look at a ship from a perspective of "i have CR and rank for all ships"

2. the small harpoints are amazing shield strippers. if you run small beams of it, enjoy the tracking speed of small turretts.

3. fdl, python, dropship etc. can't launch fighters.
 
https://www.youtube.com/watch?v=fJ1oBDQHhfM

Someone posted this in another thread. Credit goes to that person on the other thread.

Didn't learn much. I personaly wouldn't have that much of a problem with its agility if it atleast could be a bit more tanky. I like the Dropship, I do alright in the Dropship I don't have much of a problem with the Dropship because atleast it has a lot of internals and has a bit more freedom when it comes to combining shields with hull tanking.

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1. it is always a bit strange imho to look at a ship from a perspective of "i have CR and rank for all ships"

2. the small harpoints are amazing shield strippers. if you run small beams of it, enjoy the tracking speed of small turretts.

3. fdl, python, dropship etc. can't launch fighters.

1. You don't have to do that. The FDL and FGS aren't that far apart when it comes to costs. Even a guy who has like 80mil can think ''Should I get the Gunship or should I get the FDL which seems to be superior in most aspects for 20mil more.''

2. I suppose.

3. Neither can the Gunship til Soontober.
 
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Deleted member 38366

D
What how? Am I just being simple minded because I really can't see any scenario where any other medium sized combat speced ship wouldn't do more good. It can't really do fly swatting because of it's poor maneuverability unlike the FDL which can do that and is still effective against bigger ships.

I ran many Trials in Low and High Intensity CZ.
The result was always the same, while being outcircled by basically everything there. The best guns are useless if you can't point the Ship to bring them to action in a timely manner.
Turret trials were quickly dismissed - taking down other Ships simply took too much time and was extremely wasteful when using projectile Weapons.

Now I don't mean the FGS can't be effective. It can.
It's simply that other Combat Ships are far more effective than it. And they can soak up much more heat doing so, although they take less heat than the cumbersome FGS.
And as a final bonus, most other Combat Ships afford speeds that permit a more-or-less clean Egress. Not the FGS.
Surrounded by upto 7 other Ships, a HiWake is often the only sensible way. Not much time in a slow Ship that simply can't stomach that type of punishment for too long.

PS.
All Trials performed with :
- L5 Heavy Duty Armour and HRP Mods (excellent Rolls, only the very best Equipment went into it)
- L5 Dirty Drive Mods (outstanding roll)
- L5 Power Dist, Shield and Shield Booster Mods (all top ~90% Rolls)

The L5-Modded FdL for example exceeded my expectations, and so did the Corvette - which now is a pure, massive and yet quite agile Monster on the Battlefield. A Ship to break through and dominate even the heaviest of Opposition.
The FAS in comparison gained alot of hardness, but didn't gain a whole lot of firepower nor agility. Didn't expect that, and was a tad disappointed.

Anyway, during dozens of extreme Trials those Ships shined or at least performed adequately.
Not the FGS though, despite demonstrating notable improvements it was never able to live up to its advertised dominance. For that it wastes too much time bringing its only advantage ito effect - its Power Dist and the Weapons it powers. Lack of turn rate.

But... all things being equal : your personal mileage may vary, incl. its dependence on Combat Rank, the applied Combat Style and tactical management in a CZ.
And I personally benchmark combat Ships only in Conflict Zones, as Bounty Hunting basically allows to pick or leave any fight and at all time it permits for regeneration phases - all things that heavy battle in a CZ doesn't yield.
 
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My Gunship is engineered to the max and has Railguns, Missiles, Multicannons and a Beam laser. Plus a Prismatic Shield.

It will never be the best ship but it is interesting to outfit and adds some challenge to the game when flying it.

The Fighter bay will be great.

I love that green glow in the armoured cockpit. Don't forget it has coffee machines also.
 
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I ran many Trials in Low and High Intensity CZ.
The result was always the same, while being outcircled by basically everything there. The best guns are useless if you can't point the Ship to bring them to action in a timely manner.
Turret trials were quickly dismissed - taking down other Ships simply took too much time and was extremely wasteful when using projectile Weapons.

Now I don't mean the FGS can't be effective. It can.
It's simply that other Combat Ships are far more effective than it. And they can soak up much more heat doing so, although they take less heat than the cumbersome FGS.
And as a final bonus, most other Combat Ships afford speeds that permit a more-or-less clean Egress. Not the FGS.
Surrounded by upto 7 other Ships, a HiWake is often the only sensible way. Not much time in a slow Ship that simply can't stomach type of punishment for too long.

PS.
All Trials performed with :
- L5 Heavy Duty Armour and HRP Mods (excellent Rolls, only the very best Equipment went into it)
- L5 Dirty Drive Mods (outstanding roll)
- L5 Power Dist, Shield and Shield Booster Mods (all top ~90% Rolls)

The L5-Modded FdL for example exceeded my expectations, and so did the Corvette - which now is a pure, massive and yet quite agile Monster on the Battlefield. A Ship to break through and dominate even the heaviest of Opposition.
The FAS in comparison gained alot of hardness, but didn't gain a whole lot of firepower nor agility. Didn't expect that, and was a tad disappointed.

Anyway, during dozens of extreme Trials those Ships shined or at least performed adequately.
Not the FGS though, despite demonstrating notable improvements it was never able to live up to its advertised dominance. For that it wastes too much time bringing its only advantage ito effect - its Power Dist and the Weapons it powers. Lack of turn rate.

Yea I very much agree. If it could take more punishment it would be more useful and not outclassed by other ships in its class or if it had better agility, same thing. I don't want both but one of those two would be nice. Prefferably the former as it looks like a tank it moves like a tank it feels like a tank but it's not a tank.

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My Gunship is engineered to the max and has Railguns, Missiles, Multicannons and a Beam laser. Plus a Prismatic Shield.

It will never be the best ship but it is interesting to outfit and adds some challenge to the game when flying it.

The Fighter bay will be great.

I love that green glow in the armoured cockpit. Don't forget it has coffee machines also.

Yea I agree it's an interesting ship and good looking ship but it doesn't actually do that well in combat imo.
 
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