FAS vs FGS

With their being at least a 20% discount on Fed ships after this weeks CG ends (maybe 35% if it stacks with Li yong rui), I've been wondering....

I already have a FAS, and love it, but I do know the handiness of having a SLF with me, from back when I had a keelback.

So, would it be worth it, with the discount in mind, to sell my FAS in for a Gunship, as an upgrade. I'd be mainly doing bounty hunting.

Or is the SLF overrated, and I should just stick to the FAS?

No rush, of course, you've got just under two weeks, when the discount will end....

Thanks in advance.

In my opinion, the Gunship is no upgrade to the Assault Ship.
They are two completely different ships that have to be used even so much differently.
The assault ship is a fast and maneuverable one, so that you can dodge a lot of fire while staying close to the enemy and "insert" your weapon fire into the opponents ship.
The Gunship instead, is a slow ship that can't dodge that easily, but outgun every opponent why it is important to always face them to make sure, every weapon can hit your enemy. With a good optimized loadout you would be prepared for more different enemys, especially with good SLF pilots.

The only thing they both share, is that they are more hull tanks than shield tanks. So i wpuld always recommand Bi-weaves for them.

My advise: Take 'em both! They behave completely different in combat and the gap is huge. The style is a complete other one. But both make fun in their personal way.
 
I played with the Gunship when I started fighting goids. It's ok but I ended up switching to the Dropship for better maneuverability and higher potential armor health. I'm not crazy about the SLF either...the pilot just sucks money out of everything you do, whether you use them or not.

The hardpoints on a gunship are a little deceptive. Yes you have 7 of them....but only a size 6 distributor so unless you do all MC"s (like Rinzler's video) there's not enough distributor to use them all at once so you're going to have fire groups of several weapons for different purposes and your DPS at any point in time will be much lower than what it looks like on paper.

for regular PVE combat I still prefer the FAS.
 
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FAS : Heavy Vulture. Brawler with an attitude.
FGS : Python like, more dakka and and SLF. Not so agile. Lots of fun in MC planetary assaults.

They are very different experiences.
 
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The hardpoints on a gunship are a little deceptive. Yes you have 7 of them....but only a size 6 distributor so unless you do all MC"s (like Rinzler's video) there's not enough distributor to use them all at once so you're going to have fire groups of several weapons for different purposes and your DPS at any point in time will be much lower than what it looks like on paper.
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Gunship has class7 distributor, FAS and dropship have class6.
 
And now with the price cut to Fed ships, I looked at the Gunship. Nice ship, strong, powerful, but I worry it's not meant for me. I hated the FDL flight model, how much will I hate this one. Is the fighter really that useful, or just a money sink via crew?
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As others already said, they FAS and FGS don't replace each other. Would we be talking about FAS, FDL, Vulture and iCourier for example, you could go ahead and just pick one. Each of them is a power/agility fighter, albeit with different priorities on firepower, defence, speed and agility. It's largely a pilots preference, which he prefers and which one shines the most for him. They all compete for the same combat role, they all can do it rather well (along with some other options i didn't mention), it boils down to the pilot which one is best.
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The FGS is a completely different beast. The way you like the FAS, you'll be forever unhappy if you replace it with the FGS. If you try to dogfight in a FGS as you do in a FAS, you'll just be disappointed. There is not nimbly dancing around the enemy, you can only outmaneuver the most sluggish enemies. There's basically nothing you can outrun, but you can outgun and outtank almost anything.
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So if "replace" is the only option, then no, don't do that. But if you can afford to have both ships, then go for it. The FGS is a very different experience to fly, even with just one NPC-operated SLF. And once the NPC gets good enough, you can also enjoy flying the SLF and let the NPC handle the FGS, just then make sure to have a simple weapon setup, which the NPC is able to handle. (E.g. lasers and multicannons. )
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The hardpoints on a gunship are a little deceptive. Yes you have 7 of them....but only a size 6 distributor so unless you do all MC"s (like Rinzler's video) there's not enough distributor to use them all at once so you're going to have fire groups of several weapons for different purposes and your DPS at any point in time will be much lower than what it looks like on paper.
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As already pointed out, this is not true. It has a class 7 distributor and my current setup (1 huge beam, 2 medium pulse, 2 medium and 2 small multicannons) run will with it. Sure it requires some pips to weapons to keep firing, but it's very manageable.
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Sure i full laser setup would run into power issues and i also wouldn't put too many plasma accelerators or railguns on this ship. Especially with PAs i didn't fare too well. The ship is slow, no matter what you do, so it's usually the enemy who decides about combat distance. If he opts for some more distance, at least i run into problem of reliably hitting with PAs, as the projectiles flight time just gets too high and even small changes in the targets vector result in a miss.
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But when set up reasonably, this ship carries quite a punch and is not hampered by the power distributor.
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The Gunship is great if you want to recreate Slave 1 or to raid planetary bases. It has enough hardpoints for that. I had one for some time but wanted an Anaconda, so I ended up selling it.
 
Considering gunship's size and price c7 distributor is good IMO.
IIRC the only 2 other ships with c7 are python and cutter. And then conda/vette with their c8....
 
Maybe for you. Plus, never seen a reason to have two combat ships to do the same thing with. One'll just end up gathering dust. Might as well take the money and run with it.

Create "fleets" and leave them in one place.

I guess some will consider it "busy work" but it gives you something to aim for, and an excuse to buy multiples of the same ship and experiment with loadouts.

In specific regard to the FGS, I've got 3; one for me to use as a "mini-vette", one to fight the 'goids and one for my SLF pilot to fly.
There's always an excuse to buy more ships if you think about it enough. ;)
 
The Vulture was my first love but it lacked capacity for a true mission runner. The minute I sat in the FAS, I was home. I have always loved the FAS.

Sadly, I sold it to chase money with the Python... Bought a lot of ships since then, including the FGS, which I like a lot. But something was missing.

So I bought another FAS... Love rekindled. I will always have a FAS. It's just that good and that fun. If I could only have 2 ships in the game, one would be a FAS, the other A DBS. Both are as much fun in this game as you can have with your Remlock on...
 
....FGS = dakka - nuff said

Seriously, load up on MCs on an FGS at least once....

This, in a nutshell.

I got both, and I choose to use the FGS a lot more than the FAS - it's full dakka-fit right now, one large and two medium incendiaries, two medium corrosives and two small emissives - all rapid fire 5. the ammo don't last long, and the jitter's so bad you gotta be practically touching your target to guarantee a hit....but when the stars line up, it just pukes death all over whatever's in front of it! it's hilarious!

i'd be very surprised if you weren't very happy with it - jump range does suck, though.
 
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Maybe for you. Plus, never seen a reason to have two combat ships to do the same thing with. One'll just end up gathering dust. Might as well take the money and run with it.


So I'm guessing you'd rather spend your Cr on something like resonating separators?
 
This, in a nutshell.

I got both, and I choose to use the FGS a lot more than the FAS - it's full dakka-fit right now, one large and two medium incendiaries, two medium corrosives and two small emissives - all rapid fire 5. the ammo don't last long, and the jitter's so bad you gotta be practically touching your target to guarantee a hit....but when the stars line up, it just pukes death all over whatever's in front of it! it's hilarious!

i'd be very surprised if you weren't very happy with it - jump range does suck, though.

The more I think about it, the more I think I'll just buy a stock hull, store it somewhere, then when I'm not spending money on other things (I have a small list atm), I'll do her up and see how she goes.

It's only the ship itself with the reduction right? Upgrades can always wait till I'm ready?
 
The more I think about it, the more I think I'll just buy a stock hull, store it somewhere, then when I'm not spending money on other things (I have a small list atm), I'll do her up and see how she goes.

It's only the ship itself with the reduction right? Upgrades can always wait till I'm ready?

Yeah - if the hull was on your wishlist anyway and you can get a temporary exceptional discount, you may as well make the saving.

They also share a number of internals in any case - powerplant, frameshift drive, thrusters, as well as potentially some of the hardpoints, utilities and optional mods could be borrowed off your FAS, and together with a few new unmodded modules, you could have a half decent fitting to test it out and see where you might wana go from there. If that involves saving for a major purchase (shields suck, Reactive Armour will help save you losing fighter pilots so easily!) then there's no reason you can't strip it back down and re-fit the FAS for a while.
 
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