Chieftain Size and perhaps other specs

The problem is that with only five general purpose internal slots you don't have enough room for even a basic explorer without leaving something at home.

You need at least six free bays.
AFS
DSS
AFMU
Shield
Scoop
SRV

Or eight if you want hull repair limpets.

he wrote exploration vulture
a vulture has 5 free internals...
 
I'll post my thoughts on the Chieftain now that we know what it is.

It's a straight up combat only ship. For such an awesome looking ship I was hoping for something a bit more.

The jump range is slightly below average which is good for a combat ship but disappointing for explorers who were hoping to use it. Speed and agility look excellent. The ship looks and sounds amazing, fantastic job there. The internals however are less than emotion stirring. 2x5, 1x4, 2x2, plus 3 military slots, so it's set up to be comparable to the FGS. In fact it is basically an FGS but with smaller internals, less firepower, and no SLF bay. Faster though, and probably more agile too. Maybe calling it an oversized Vulture would be more applicable?

So yeah, the Chieftain is the Alliance version of the Federal Gunship but lesser and not rank locked. Which is nice for the combat players as it provides more options for them, but it's nothing at all like the Python competitor a lot of players were hoping for. It's not like the Python at all really, in fact the Chieftains cargo capacity is quite small: 88 tons if you fill it with cargo racks and forego shields or anything else. It has the cargo capacity of the small sized Cobra MkIV but with far less internal flexibility. At five usable internals it is one shy of being useful for deep space exploration. I feel like it's a very limited ship honestly, designed for one thing only: combat.

I was hoping for something more than that.
 
The problem is that with only five general purpose internal slots you don't have enough room for even a basic explorer without leaving something at home.

You need at least six free bays.
AFS
DSS
AFMU
Shield
Scoop
SRV

Or eight if you want hull repair limpets.

For optional internals, I only need/prefer in order of importance...

Fuel Scoop
Advanced Discovery Scanner
Detailed surface Scanner
Shields

And then, optionally...

SRV
AFMU

In the over 20,000 unique systems I've visited in the game so far, I've never needed an AFMU, and wouldn't even if you take all the damage I've taken while out exploring and leaving and returning to the bubble and combine it together.

I do however sometimes carry an AFMU if there's otherwise unused extra room for it as there's no reason not to if given the option.
 
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I'll post my thoughts on the Chieftain now that we know what it is.

It's a straight up combat only ship. For such an awesome looking ship I was hoping for something a bit more.

The jump range is slightly below average which is good for a combat ship but disappointing for explorers who were hoping to use it. Speed and agility look excellent. The ship looks and sounds amazing, fantastic job there. The internals however are less than emotion stirring. 2x5, 1x4, 2x2, plus 3 military slots, so it's set up to be comparable to the FGS. In fact it is basically an FGS but with smaller internals, less firepower, and no SLF bay. Faster though, and probably more agile too. Maybe calling it an oversized Vulture would be more applicable?

So yeah, the Chieftain is the Alliance version of the Federal Gunship but lesser and not rank locked. Which is nice for the combat players as it provides more options for them, but it's nothing at all like the Python competitor a lot of players were hoping for. It's not like the Python at all really, in fact the Chieftains cargo capacity is quite small: 88 tons if you fill it with cargo racks and forego shields or anything else. It has the cargo capacity of the small sized Cobra MkIV but with far less internal flexibility. At five usable internals it is one shy of being useful for deep space exploration. I feel like it's a very limited ship honestly, designed for one thing only: combat.

I was hoping for something more than that.

Me too, dissapointed I'll probly not be flying this sweet looking ship very much.
 
he wrote exploration vulture
a vulture has 5 free internals...

Quite right. Here's the full write-up on my main exploration ship, The Ronin, if anyone is interested. → https://forums.frontier.co.uk/showt...Continuation?p=6238654&viewfull=1#post6238654

And here's its current standard build. → https://coriolis.edcd.io/outfit/vul...loBhAOEoUwIYHMA28QgIwV0A=&bn=The Ronin WR3-1V

...

Since the Chieftain purportedly has extra combat module internals when compared to the Vulture, I'll likely also generally carry an SRV on it. :)
 
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I'll post my thoughts on the Chieftain now that we know what it is.

It's a straight up combat only ship. For such an awesome looking ship I was hoping for something a bit more.

The jump range is slightly below average which is good for a combat ship but disappointing for explorers who were hoping to use it. Speed and agility look excellent. The ship looks and sounds amazing, fantastic job there. The internals however are less than emotion stirring. 2x5, 1x4, 2x2, plus 3 military slots, so it's set up to be comparable to the FGS. In fact it is basically an FGS but with smaller internals, less firepower, and no SLF bay. Faster though, and probably more agile too. Maybe calling it an oversized Vulture would be more applicable?

So yeah, the Chieftain is the Alliance version of the Federal Gunship but lesser and not rank locked. Which is nice for the combat players as it provides more options for them, but it's nothing at all like the Python competitor a lot of players were hoping for. It's not like the Python at all really, in fact the Chieftains cargo capacity is quite small: 88 tons if you fill it with cargo racks and forego shields or anything else. It has the cargo capacity of the small sized Cobra MkIV but with far less internal flexibility. At five usable internals it is one shy of being useful for deep space exploration. I feel like it's a very limited ship honestly, designed for one thing only: combat.

I was hoping for something more than that.

I don't see the Chieftain being lesser than the Gunship at all.

At worst the Chieftain is equal to, but as I see it is currently better than the Gunship.

Firepower is arguable as the two central mediums on the Gunship always had bad elevation having limited or fixed options, and the lack of maneuverability limits its use to a skilled FA-off pilot usually.

The Chieftain's weapon loadout placement is borderline idealic for fixed or gimballed and with its outlandish maneuverability it is far superior to maintain time on target - the overall damage potential in a fight is leaps ahead with its speed.

Outside the loss of Fighter damage - which is situational or limited depending on opponents - the Chieftain's jump range with speed is making it look like a much better alternative.

Unless the Chieftain's shield remains weaker than the Gunship there will be very little to argue that it is any capacity weaker than the Gunship at all right now.
 
With the full specs out, I can see myself flying a ship of an alliance make in the future. Perhaps even on Distant Worlds if not better ship makes its appearance. then again, I would like some fighter support.

Maybe the Krait will be a better choice for me.

For now all I can say is it's a happy inclusion to the ship lineup and I hope to hear more about it during the beta.

Have we reached the end of what we can surmise from this now that the Chieftain is almost out?
 
I don't see the Chieftain being lesser than the Gunship at all.

At worst the Chieftain is equal to, but as I see it is currently better than the Gunship.

It has less hardpoints, smaller cap, and can't carry a fighter. I'm not sure that makes it better.

Firepower is arguable as the two central mediums on the Gunship always had bad elevation having limited or fixed options, and the lack of maneuverability limits its use to a skilled FA-off pilot usually.

Prior to engineering, this was a potential valid complaint; post engineering, the gunship is maneuverable, has an abundance of (importantly; usable) power, has 3 class 4 military slots and can carry a fighter.

The Chieftain's weapon loadout placement is borderline idealic for fixed or gimballed and with its outlandish maneuverability it is far superior to maintain time on target - the overall damage potential in a fight is leaps ahead with its speed.

We will see once it's live; the hardpoint placement on gunship allows for fixed and the grouping is still quite reasonable. If you are going to refer to gimbals on Chieftain, then gimbals on gunship mostly solve the class 2 hardpoint placement. The class 7 distributor on gunship means, even engineered, it can reliably power all hardpoints simultaneously.

Something my type-10 now struggles with. Between the small cap, and placement, and the class 3's not deploying properly on the upper mounts, it's damage output has been severely constrained. I do find it a tad funny the chieftain has the same size cap as type-10 though, with nearly half the harpoints! Oh frontier..

However, to be fair to frontier, I do like the setup for Chieftain, it should be quite good. But we'll know soon enough.

Outside the loss of Fighter damage - which is situational or limited depending on opponents - the Chieftain's jump range with speed is making it look like a much better alternative.

Fighters have extremely high damage output, and increase the total damage output, that for a gunship is already considerable given the combination of hardpoints and capacitor. A fighter also has considerable closure rate, and it can chase down anything attempting to escape.

Unless the Chieftain's shield remains weaker than the Gunship there will be very little to argue that it is any capacity weaker than the Gunship at all right now.

This is wishful thinking; I tend to think this is a good option for FAS pilots, actually. As that's a far more relevant comparison (similar agility, damage output, capacitor and lack of fighter).

But gunship? lol, no. Just no.
 
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I'm mostly interested in an "upgrade" of sorts from my fully combat loaded Vulture explorer ship, The Ronin. The Chieftain seems to be shaping up rather nicely toward that end.

Yeah looks like it might be an interesting upgrade from the Vulture, guess will depend on how maneuverable it is as the Vulture dances nicely, I tend to use my Vulture for combat though and my Asp for exploration.
 
As for the Chieftain, one word says it for me. Disappointed.
Edit...

Scrub that, more like, "what, another redacted combat ship that we really don't need when explorers have been crying out for a decent exploration ship for years! Really? So, so disappointed"!

I thought I'll wait until the chapter one patch comes out and see if the Chieftain will be my dream exploration ship before venturing into the black... But it is even more useless than the AspX!

Bah! I'm out of here...
 
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It has less hardpoints, smaller cap, and can't carry a fighter. I'm not sure that makes it better.

A fighter doesn't count unless it either has cover, limited opposition or your opponent is not a player. Fighters die too damn fast if you know to hit them.



Prior to engineering, this was a potential valid complaint; post engineering, the gunship is maneuverable, has an abundance of (importantly; usable) power, has 3 class 4 military slots and can carry a fighter.

We are witnessing a Chieftain kicking the of butt of the agility of a Gunship's ENGINEERED maneuverability at STOCK levels. Engineered this thing is going to beat an FDL or Clipper in a dogfight.
Again, a Fighter is a joke against decent players.

We will see once it's live; the hardpoint placement on gunship allows for fixed and the grouping is still quite reasonable. If you are going to refer to gimbals on Chieftain, then gimbals on gunship mostly solve the class 2 hardpoint placement. The class 7 distributor on gunship means, even engineered, it can reliably power all hardpoints simultaneously.

Something my type-10 now struggles with. Between the small cap, and placement, and the class 3's not deploying properly on the upper mounts, it's damage output has been severely constrained. I do find it a tad funny the chieftain has the same size cap as type-10 though, with nearly half the harpoints! Oh frontier..

However, to be fair to frontier, I do like the setup for Chieftain, it should be quite good. But we'll know soon enough.

A Class 6 PD will be more than sufficient for two Large, one Medium and three Smalls. A Vulture handles perfectly off a Class 5 - the reason a T-10 fails is because its 4x Large.

The Class 6 is the same on an FAS - that thing works fine, so will this.



Fighters have extremely high damage output, and increase the total damage output, that for a gunship is already considerable given the combination of hardpoints and capacitor. A fighter also has considerable closure rate, and it can chase down anything attempting to escape.

If its alive. Swarmed, a Fighter will die with most NPCs and vs a player its cannon fodder. The DPS won't count when its dead.



This is wishful thinking; I tend to think this is a good option for FAS pilots, actually. As that's a far more relevant comparison (similar agility, damage output, capacitor and lack of fighter).

But gunship? lol, no. Just no.

FAS > FGS in most honest assessments that don't get blinded by the dakka.

There is a clear reason the FAS wins out in PvP vs the FGS - speed and maneuverability. The Chieftain will own that unless they nerf its handling from what was shown.
 
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A Class 6 PD will be more than sufficient for two Large, one Medium and three Smalls. A Vulture handles perfectly off a Class 5 - the reason a T-10 fails is because its 4x Large.

The Class 6 is the same on an FAS - that thing works fine, so will this.
FDL - Class 6 PP, Class 6 PD - 1 H + 4 M
FAS - Class 6 PP, Class 6 PD - 2 L + 2 M
Chf - Class 6 PP, Class 6 PD - 2 L + 1 M + 3 S
T10 - Class 6 PP, Class 6 PD - 4 L + 3 M + 2 S

The T10/FDL/FAS all can work fine with the PP/PD combo, but you have to manage your expectations appropriately. I am sure the same will be true of the Chieftain.
 
So the Chieftain's not much of an explorer then.

30+Ly jumps I can work with, limited internal slots not really. And three military slots .. Definately combat oriented. Why military slots ? You can still mount SCB's and HRB's and so-on in normal slots can't you ? Why limit them to military use only ? (not being a combat pilot I may be missing something here).

Something seems amiss to me, why are they Alliance specifying combat vessels ? They're not known for their military, I would have thought anything they designed would be more general purpose and perhaps tilted towards exploration. There's plenty of combat ships to choose from now if they want build an army, why did they specify another one ?

Is the Alliance gearing up for something ? Have the Doves become hawks ? Or perhaps someone in power at FD thinks combat is the most important thing in the game.

As an explorer I am a little surprised how it turned out. oh well. lol.
 
I would prefer 2 size 5 military slots and a size 3 or 2 free slot instead of 3 size 4 military slots to more effectively use it as a multi-role combat explorer ship.

That being said, it still seems like a nice upgrade from my combat loaded Vulture explorer ship which is the main ship I've been using in the game for over two years now.
 
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I would prefer 2 size 5 military slots and a size 3 or 2 free slot instead of 3 size 4 military slots to more effectively use it as a multi-role combat explorer ship.

That being said, it still seems like a nice upgrade from my combat loaded Vulture explorer ship which is the main ship I've been using in the game for over two years now.

Not so sure Chieftain s intended as a multirole explorer.

With the slot layout and such it looks to be quite aimed at combat.

3 military slots = HRP, MRP and Shield Booster.
Then add shield in C5 or C4 slots and you have very little left to play with.

I will for sure buy it and use it for bounty hunting, and maybe even some piracy...
 
I would prefer 2 size 5 military slots and a size 3 or 2 free slot instead of 3 size 4 military slots to more effectively use it as a multi-role combat explorer ship.

That being said, it still seems like a nice upgrade from my combat loaded Vulture explorer ship which is the main ship I've been using in the game for over two years now.

Yes, I remember your vessel from way back when you were first tinkering with the idea. I'm glad it works for you.
Me, I'd like a little more wriggle room in the module department.

I will give it a go though, it does look good. I've flown shield-less and weaponless before.
 
where comes this expectation from that the chieftain is anything else but a combat focused ship?

its the second ship in line for the alliance' defense force against the raising thargoid threat.

its even named after the british main battle tank.
 
where comes this expectation from that the chieftain is anything else but a combat focused ship?

its the second ship in line for the alliance' defense force against the raising thargoid threat.

its even named after the british main battle tank.

Similar could be said for the Vulture. I'd prefer a little more wiggle room with it, but like I said, it's still an upgrade from my Vulture for combat capable exploration either way.

2 size 5 free module slots means I don't have to choose between shields and fuel scoop, and a size 5 fuel scoop should match the size 5 FSD nicely. :)
 
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Fdev describe the chieftain as a combat ship. Explorers still complain it doesn't fit their idea of an exploration ship... An engineered AspX does around 55ly, what more do you want...
 
Fdev describe the chieftain as a combat ship. Explorers still complain it doesn't fit their idea of an exploration ship... An engineered AspX does around 55ly, what more do you want...

I'm not complaining. Also, the jump range of the Chieftain stock A rated was shown to be about 20 LY (non-Engineered) which is also a bit more than my Vulture.

Regarding jump range specifically, that isn't an exploration specific trait in terms of exploration efficiency, though a decent jump range is nice to have too, of course.
 
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